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Hoyle's Games 

AUTOGRAPH EDITION 




TRADE MARK 



^m^ /]^^ . 



Revised. Enlarged, and Brought Up to Date 



NEW YORK 

THE McCLURE COMPANY 

MCMVII 



UBRARYotOONSRCSS 
Two OftPlM KMeiMOl 

HOV 30 I90f 
/fz ^7 3 

COPY ». 



a 






Copyright, 1907, by 
THE MCCLURE COMPANY 



Published, November, 1907 



PREFACE 

i 

For more than a hundred and fifty years, Hoyle's 
Games have been the standard authority throughout the 
world, and ^' according to Hoyle " has passed into a 
proverb. Beginning, in the first editions, with a few 
games, of which whist was chief, the scope of the origi- 
nal work has been gradually enlarged, so as to take in 
the various games that have from time to time come 
into popular favor; but none of the editions which have 
so far been offered to the public has been complete, al- 
though many have borne that title; and none has been 
thoroughly up to date, in the matter of conformity with 
the latest usage and official laws. 

In bringing out a new and complete edition of Hoyle^s 
Games, it has been the aim of the publishers to avoid 
the common error of making it too much like a text- 
book. A wide experience with card players and card 
questions has convinced the editors that what is wanted 
in a Hoyle is not an elaborate treatise on the science 
of playing the various games dealt with in the book; 
but a clear description of the games themselves, with a 
concise statement of the essential rules and penalties. 

The description is necessarily brief; because it is in- 
tended simply to refresh the memory of those who have 
played the game, but have forgotten some of the details; 



vi PREFACE 

or to enlighten those who wish to form some idea of 

games with which they are not familiar. 

The principal uses of a Hoyle are to look up forgot- 
ten rules, and to settle the disputes which continually 
arise at the card table, even among players of experi- 
ence. No attempt is made at suggestions for good play, 
all such details being out of place in a work of refer- 
ence like this. When a game is of sufficient importance 
to have an official code of laws of its own, such laws are 
given in full. 

Any suggestions, criticisms, or descriptions of new 
games and new ways of playing old ones, will be gladly 
received for use in future editions ; it being the design 
of the publishers to make and to keep this Autograph 
Edition always complete and up to date. 

October, 1907. 



TABLE OF CONTENTS 





Page 


% 


Page 


Ace in the pot - 


. 200 


Bank-shot billiards . 


41 


All fives 


. 6 


Base ball with dice . 


201 


All fives, dominoes . 


. 211 


Balk -line bilHards . 


40 


All fours . 


- 3 


Bergen game, dominoes . 


213 


Blind all fours 


. 6 


Betting odds 


327 


High-low-jack 


• 3 


Bezique . . . , 


28 


All threes, dominoes 


- 213 


Chinese bezique . 


36 


American billiard la\ 


vs . 42 


Chouette bezique . 


. 36 


American brag . 


- 83 


Cinq cents 


• 31 


American bridge law 


s . 104 


Four-hand 


• 33 


American chess laws 


. 176 


Penchant 


38 


American skat laws , 


• 353 


Polish bezique 


36 


American whist laws 


- 390 


Rubicon bezique . 


34 


Ambigu 


• • 7 


Three-hand . 


33 


Auction bridge . 


. 122 


Bid euchre, or 500 . 


232 


Auction cinch . 


. . 188 


Bierspiel . . . , 


• 352 


Auction euchre . 


• 225 


Billiards . . . , 


■ 38 


Auction hearts - 


. . 245 


American laws 


42 


Auction pinochle 


. 269 


Bank -shot 


41 


With a widow 


. 270 


Balk-line 


. 40 


Auction pitch . 


. - 8 


Cushion caroms . 


. 41 


Dom Pedro . 


. II 


EngHsh billiards . 


• 53 


Pedro . 


. II 


Four-ball game 


. 38 


Pedro sancho 


- 12 


French caroms 


• 39 


Snoozer . 


. 12 


Man-of-war game 


. 41 


Set back 


. . 8 


Three-cushion caroms 


■ 52 


Smudge . 


. II 


Binocle, see Pinochle 


. 266 


Authors 


. 12 


Black-jack hearts 


. 246 






Black -lady hearts 


. 246 


Baccara 


• 13 


Blind all fours . 


. 6 


Chemin de fer 


. . 16 


Blind cinch 


. 188 


Backgammon . 


. . 17 


Blind euchre 


. 226 


Opening throws 


. 22 


Blind hookey . 


• 57 


Russian backgamr 


aon . 27 


Block game, dominoes 


. 213 



via 



TABLE OF CONTENTS 





Page 




Bluff 


289 


Cassino 


Blucher . . . . 


262 


Draw cassino 


Boodle . . . . 


369 


Royal cassino 


Boston . . . . 


58 


Spade cassino 


Boston de Fontaine- 




2 1 -point cassino . 


bleau . . . . 


64 


Catch the ten . 


French boston 


67 


Cayenne 


Russian boston 


69 


Centennial, dice 


Bottle pool 


297 


Chance, laws of 


Bouillotte . . . . 


70 


Checkers . 


Bowling . . . . 


71 


Openings 


Bowling-alley laws . 


74 


Endings . 


Brag 


82 


The move 


Brelan . . 


70 


Laws 


Bridge . . - . 


84 


Losing game . 


American laws 


104 


Polish draughts . 


Auction bridge 


122 


Devil and tailors . 


Bridge for two 


123 


Chemin de fer . 


Bridge to the score 


124 


Chess . - . . 


Cut-throat . 


131 


Openings 


Double-dummy . 


125 


Endings . 


Draw bridge . 


125 


Laws 


Drive bridge . 


125 


Chicago pool 


Dummy bridge 


131 


Chinese bezique 


Duplicate bridge . 


126 


Chinese fan tan 


English bridge laws 


121 


Chinese whist . 


Four-hand 


128 


Chouette bezique 


King's bridge 


128 


Chuck luck 


Misery bridge 


127 


Cinch . . . . 


Pivot bridge . 


128 


Auction cinch 


Progressive bridge 


125 


Blind cinch . 


Reversi bridge 


129 


High five 


Short bridge . 


1 29 


Razzle-dazzle 


Six-hand 


130 


Sixty -three 


Three-hand . 


131 


With a widow 
Cinq cents . 
Color-ball pool . 


Calabrasella - • 


132 


Commerce . 


California jack . 


6 


Commercial pitch . 


Shasta Sam . 


7 


Commit, or Hadley's ( 


Cartomancie 


239 


et. . . . 



com- 



191 



lAtS 


Page 


UUJN il^JNlb 




IX 
Page 


Compass whist . 


. 385 


Dominoes, continued. 




Conquian . 


. 192 


All threes 


. 213 


Continuous pool 


- 304 


Bergen game 


. 213 


Coon can . 


. 192 


Block game . 


. 213 


Cowboy pool 


- 305 


Draw game . 




. 214 


Craps . . . . 


- 202 


Matadore 




. 215 


Cribbage . 


. 194 


Muggins . 




. 211 


Five-card 


. 194 


Pool game 




. 217 


Four-hand 


. 198 


Sebastopol 




. 216 


Seven -card . 


. 199 


Domino whist , 




- 369 


Six-card . 


- 195 


Five or nine 




- 369 


Three-hand . 


. 198 


Dom Pedro 




. II 


Cushion caroms 


. 41 


Double dummy, bridge . 125 


Cut-throat bridge 


• 131 


Double dummy, whist . 383 


Cut-throat euchre . 


. 223 


Double Pedro . 


. 186 






Doubling up bets 


. 32^ 


Dice games 


. 200 


Draughts . 


. 143 


Ace in the pot 


. 200 


Draw bridge 


. 125 


Base ball 


. 201 


Draw cassino . 


- 137 


Centennial 


. 202 


Draw game, dominoes . 214 


Chuck luck . 


. 185 


Draw poker 


. 283 


Craps 


. 202 


Drive bridge 


- 125 


Going to Boston , 


. 203 


Drive euchre 


. 228 


Help your neighbo 


r . 204 


Drive whist 


.387 


Multiplication 


. 203 


Dummy bridge . 


- 131 


Newmarket . 


. 203 


Dummy whist . 


. 382 


Passe-dix 


. 204 


Duplicate bridge 


. 126 


Poker dice 


. 204 


Duplicate whist 


. 383 


Raffles . 


- 205 


Dutch bank 


- 57 


Round the spot . 


. 203 






Sweat 


. 185 






Ten -pins 


. 206 


Earl of Coventry 


. . 217 


Under and over se 


ven . 206 


Ecarte 


. . 218 


Vingt-et-un . 


. 206 


Jeux de regie 


- 219 


Yankee grab . 


- 203 


^ Pool ecarte . 


. 220 


Discard hearts . 


. 246 


Ecarte nap 


. 262 


Discard pinochle 


. 270 


Enfle . 


. 220 


Division loo 


.' 207 


English billiards 


• - 53 


Doctrine of chances 


. . 324 


English bridge laws 


. 121 


Dominoes . 


. 210 


English pool 


- 300 


All fives . 


. 211 


Enghsh pyramid poo 


1 . 308 



TABLE OF CONTENTS 





Page 




Page 


Euchre 


. 221 


Four-hand bridge 


128 


Auction euchre 


• 225 


Four-hand cribbage . 


198 


Bid euchre . 


- 232 


Four-hand bezique . 


2>3 


Blind euchre . 


. 226 


Four-hand pinochle . 


269 


Call-ace euchre 


. 226 


Four-hand sixty-six . 


• 342 


Cut-throat . 


. 223 


Four jacks 


. 294 


Drive euchre . 


. 228 


Freeze out . 


. 290 


Five-hand 


- 231 


French Boston . 


. 67 


Five hundred 


- 232 


French carom game 


• 39 


French euchre 


- 225 


French dummy 


259 


Jambone 


- 225 


French euchre . 


225 


Jamboree 


- 225 


French whist 


• 139 


Laps 


. 225 


Frog 


241 


Military euchre . 


. 229 






Penalty euchre 
Progressive euchre 
Railroad euchre . 
Set-back 

Seven-hand euchre 
Six hand 


. 232 
. 228 
. 224 
. 225 
• 230 
. 226 


Gaigel . . . , 
General laws of cards 
Glossary of terms . 
Go -bang . 
Going to Boston, dice 


. 271 

• 253 
. 403 
- 243 
. 203 


Slams . . . 


- 225 










Halma 


- 243 


Fan tan, Chinese 


. 184 


Hazard 


. 202 


Fan tan with cards 


. . 368 


Hearts 


. 243 


Farmer 


. . 234 


Auction hearts 


- 245 


Faro . 


• • 235 


Black-jack 


. 246 


Favorite whist . 


- 401 


Black -lady 


. 246 


Fifteen-ball pool 


- 311 


Discard hearts 


. 246 


Five and ten 


. . 367 


Heartsette 


- 244 


Spoil five 


- 364 


Howell hearts 


. 244 


Five-card cribbage 


. 194 


Progressive hearts 


. 246 


Five-card loo . 


. 209 


Spot hearts . 


. 245 


Five-hand euchre 


. . 231 


Sweepstake hearts 


. 244 


Five hundred . 


. 232 


Three-hand . 


• 245 


Five or nine 


. . 369 


Two -hand 


- 246 


Domino whist 


- 369 


Heart solo . 


. 360 


Following pool . 


. 300 


Heartsette . 


- 244 


Fortune telling . 


- • 239 


Help your neighbor, dice 


- 204 


Forty -iive . 


• - 367 


High five . 


. 186 


Forty-one pool . 


. - 2>^?> 


High-low -jack . . 


- 3 


Four-ball bilHards 


. . 38 


Howell hearts . 


. 244 



TABLE OF CONTENTS 



XI 





Page 




Page 


Howell pair systen 


1 . .386 


Losing game, checkers . 153 


Hiunbug whist . 


. 402 


Lotto 


. 247 






Luck and superstition . 330 


Imperial 


. 280 






Irish loo . 


. 209 


Macao 


- - 375 






Man-of-war billiards 


- 41 


Jack pots - 


. 287 


Martingales 


. . 328 


Jambone - 


- . 225 


Matadore, dominoes 


. 215 


Jamboree . 

T 1 V 1 


. 225 


Matrimony 


• 256 


Jeux de regie . 


. 219 


Maturity of the chances . 326 


■Tis • • • 


. 218 


Military euchre 


. 229 


Jmk game . 


. . 366 


Misery bridge . 


. 127 


Joker poker 


. 289 


Misery nap 


. 262 






Mistigris 


. 289 


Keno . 


- - 247 


Monte bank 


- - 257 


Kimberly solo . 


. 362 


Monte Carlo odds 


• - 337 


King's bridge . 


. , 128 


Morelles 


. . 258 


Klondike . 


. 248 


Mort . 


. 259 


Seven-card . 


. . 251 


Multiplication, dice 


. 202 


Kreutz-mariage 


. 342 


Muggins, dominoes 


. 211 






Muhle, or the mill 


. . 258 


Laps, euchre 


. 225 


My bird sings - 


. 190 


Lansquenet 


. 252 


My ship sails . 


. 190 


Laws of billiards 


. 42 






Bridge . 


. 104 


Naine juane 


- 371 


Card games . 
Chance . 
Checkers 
Chess . 
Pinochle 


■ • 253 
- 324 

. .150 
. 176 
. 272 


Napoleon, or Nap 
Ecarte nap 
Misery nap . 
Peep nap 
Pool nap 


. 261 
. 262 
. 262 
- 263 
. 262 


Poker . 
Probabilities . 


. 292 
- 324 


Purchase nap 
Blucher . 


. 262 
. 262 


Skat 


• • 353 


WelHngton 


. 262 


Whist 
Lift smoke 


- . 390 
. . 256 


Widow nap . 
Newmarket 


- 263 
203, 369 


Little corporal . 


- • 315 


Nine men's Morris 


. . 258 


Little packets . 


• - 57 




•J 


Loo 


. 207 






Five-card 


. 209 


Ocean shuffle board 


• 339 


Irish loo 


. 209 


Old maid . 


. 263 



Xll 



TABLE OF CONTENTS 





Page 




Ombre 


- - - 357 


Poker, continued. 


Old sledge . 


- - - 3 


Straight poker 
Stud poker . 
Table stakes . 


Passe-dix . 


. 204 


Tigers . 


Patience games 


. 264 


Whiskey poker 


One pack 


. 264 


Poker dice . 


Two packs 


. 265 


Polignac . . . 


Pedro . 


II 


Four jacks 


Peep nap . 


. 263 


Polish bezique . 


Penalty euchre 


- - • 232 


Polish draughts 


Penchant . 


. . . 38 


Pool games 


Pinochle 


. . . 266 


American pyramids 


Auction pinoc 


hie . . 269 


Bottle pool . 


Discard pinoc 


hie . .270 


Chicago pool 


Four hand 


. 269 


Continuous pool . 


Gaigel . 


. . . 271 


Cowboy pool 


Laws of pinoc 


:hle . .272 


English pool . 


With a widow 


. 270 


English pyramids . 


Sixty-four car 


d . . 269 


Fifteen-ball pool . 


Three hand 


. . . 268 


Following pool 


Pin pool 


. . .316 


Forty-one pool 


Piquet 


. . . 274 


High-low-jack 


Piquet au cen 


t . .274 


Little corporal 


Piquet a ecrir 


e . .278 


Pin pool 


Piquet Norma 


.nd - . 278 


Pyramid pool 


Piquet voleur 


. 279 


Shell out 


Rubicon piqu 


5t . . 277 


Spanish pool . 


Imperial 


. 280 


Snooker pool 


Pitch . . , 


. . 8 


Pool with dominoes . 


Pochen 


. . 281 


Pool ecarte 


Point ramsch . 


- 352 


Pool nap . 


Poker . 


. . 283 


Pope Joan . 


Blazes . 


. . 285 


Preference . 


Bluff . . 


. 289 


Probabilities 


Draw poker . 


. . 283 


Progression, in betting 


Freeze out 


. 290 


Progressive bridge . 


Jack pots 


. . 287 


Progressive euchre . 


With a joker . 


. 289 


Progressive hearts . 


Poker laws . 


. 292 


Progressive whist 


Mistigris 


. 289 


Prussian whist . 



TABLE OF CONTENTS 



Xlll 





Page 




Purchase nap . 


. 262 


Shell out pool . 


Pyramid pool . 


- 295 


Shooting craps . 
Short bridge 


Quatre valets . 


. 294 


Shuffle board . . 


Polignac 


. 294 


Ship shuffle board . 


Four jacks 


- 294 


Six-card cribbage 


Quinze 


- 375 


Six-hand euchre 
Sixty-four card pinochle . 


Raffles, dice 


. 205 


Sixty-six . . . . 


Railroad euchre 


. 224 


Four hand . . 


Rams .... 


- 33^ 


Three hand . 


Ranter-go-round 


' 333 


Kreutz-mariage 


Razzle-dazzle . 


. 188 


Sixty -three, cinch. 


Reversi 


- 333 


Skat . . . . . 


Reversi bridge - 


. 129 


American laws 


Rondeau . 


• 334 


Bierspiel 


Rouge et noir . 


- 335 


Point ramsch 


Roulette . 


- 33^ 


Uno and duo 


Rounce 


' 332 


Slams, euchre . 


Round the spot 


. 203 


Slobberhannes . 


Royal cassino . 


. 138 


Smudge, auction pitch . 


Rubicon bezique 


■ 34 


Snip-snap-snorem 


Rubicon piquet 


. 277 


Jig ■ - - - • 


Russian backgammon 


. 27 


Snooker pool . . . 


Russian Boston 


. 69 


Snoozer .... 
Solitaire .... 


Sancho Pedro . 


. 12 


Solo 


Saratoga . 


- 371 


Three hand . 


Scat, see Skat . 


- 343 


Heart solo 


Schnautz . 


- 372 


Solo whist .... 


Schwellen . 


. 220 


Three hand . 


Scotch whist 


- 138 


Kimberly solo 


Sebastopol, dominoes 


. 216 


Spade cassino . 


Shell out . . . 


- 308 


Spanish monte . 


Set-back euchre 


. 225 


Spanish pool 


Set-back pitch . 


. 8 


Speculation 


Seven -card cribbage 


. 199 


Spin, or spinado 


Seven -card Klondike 


- 251 


Spoil five .... 


Seven -hand euchre . 


. 230 


Five and ten . 


Seven up . . . 


• 3 


Forty -five 


Shasta Sam 


- 7 


Jink game 



XIV 



TABLE OF CONTENTS 



Spot hearts 
Stops . 

Boodle . 

Domino whist 

Five or nine 

Newmarket 

Fan tan . 

Pope Joan 

Saratoga 

Spin 
Straight poker 
Stud poker 
Sweat . 
Sweepstake hearts 

Table stakes 
Technical terms 
Telling fortunes 
Ten pins . 
Ten-pins with dice 
Thirteen and the odd 
Thirty -one . 
Three-card monte 
Three -cushion caroms 
Three-hand bezique 
Three-hand bridge . 
Three-hand cribbage 
Three-hand hearts . 
Three-hand pinochle 
Three-hand sixty-six 
Three-hand solo whist 
Three-hand whist 
Three-stake brag 
Throwing dice . 
Trente et quarante 
Tric-trac . 
Twenty-one 
Twenty -one point cassino 
Two-hand bridge 



Page 
245 

369 
369 
369 
368 

371 
371 
371 
289 
290 

185 
244 

289 
403 
239 
71 
206 
402 
372 

373 

52 

33 

131 

198 

245 
268 

341 
362 
382 

83 
200 

335 
17 
373 
137 
123 



Page 

Two -hand hearts . .246 
Two-hand whist . . 402 

Under and over seven . 206 



Vingt-et-un . : -373 

Macao .... 375 

Quinze . . . . 375 

Vingt-et-un with dice . 206 

Vint 376 



Wellington, nap 

Whiskey poker . 

Whist . . . 
American laws 
Chinese whist 
Compass whist 
Conventions . 
Double dummy 
Drive whist . 
Dummy . 
Duplicate whist 
Favorite whist 
French dummy 
Howell pairs . 
Humbug whist 
Opening leads 
Progressive whist 
Prussian whist 
Team whist . 
Thirteen and the 
Three-hand whist 

Widow pinochle 

Widow cinch 

Widow nap 

Yankee grab 



- 262 
. 291 
. 381 

- 390 

- 400 

- 38s 

- 388 
■ 383 

• 387 
. 382 

• 383 

. 401 

- 259 
. 386 

. 402 

. 388 

- 387 

- 381 

• 385 

odd . 402 

- 382 
. 270 
. 189 

- 263 



203 



HOYLE'S GAMES 



HOYLE'S GAMES 



ALL FOURS 
Seven Up, High-Low-Jack, Old Sledge. 

Two, three or four players, each for himself, or two 
against two as partners. Fifty-two card pack, the cards 
ranking; A K Q J lo 9 8 7 6 5 4 3 2, the ace being 
highest in cutting and in play. The highest cut deals. 
Six cards are dealt to each player, three at a time, the 
next being turned up for a trump. If a jack is turned, 
the dealer counts one for it immediately. The deal passes 
to the left. 

Eldest hand looks at his cards, and either ** stands '* 
by leading any card he pleases, or '^ begs," for three 
more cards and a different trump suit. If the eldest 
hand says, ** I beg," the dealer must either give a point 
or run off three more cards to each player, turning up 
another trump. If the same suit comes up again, he 
must run the cards again, until he turns a different suit. 
If he turns the jack of the suit first turned up, it does 
not count anything, as that suit cannot be the trump. 

No one but the eldest hand can beg. If there are 
three or four in the game, they must abide by the de- 
cision of the eldest hand to stand or beg. There is no 
second beg, but when only two play they may agree to 
" bunch the cards " and have a new deal by the same 
dealer if both are dissatisfied with the new trump. If 
the pack is exhausted without turning a new trump, the 
cards must be bunched and dealt again, by the same 
dealer. 



4 HOYLE'S GAMES 

If the dealer refuses to run the cards when the eldest 
hand begs, he must give each of his adversaries a point. 
If the game is a partnership, the partners get one point 
only. If the cards are run, all the cards dealt may be 
played, or it may be agreed to '' skin down '' to six only 
in each hand. 

The eldest hand always leads for the first trick, and 
the winner of one trick leads for the next. If trumps 
are led, each player must follow suit if he can; but when 
a plain suit is led a player may trump it, even if he holds 
the suit led ; but if he does not trump he must follow suit 
if he can. 

The object of the game is not to win tricks, but to 
get home certain counting cards, and to catch the jack 
of trumps, if it is in play. 

Seven points is game, and there are four points possi- 
ble in each deal, in addition to the ^* gift '' and the point 
for turning a jack. These four points are; for the high- 
est trump in play, for the lowest trump in play, for the 
jack of trumps, and for the ^' game." One trump may 
be both high and low, and the jack of trumps may be 
good for all three points; high, low and jack, if it is the 
only trump out. 

The point for " game " is scored by the player who 
has the most points in the tricks he has taken in, reckon-, 
ing each ace as worth 4, each king 3, each queen 2, each 
jack I, and each ten 10, regardless of the suit. In case 
of ties, or if there is no game out, the non-dealer takes 
game. 

In counting out, high goes out first, then low, then 
jack, and then game. High and low are always reckoned 
by the players to whom the cards are dealt; jack is 
counted by the player who gets it home in his tricks by 
saving or capturing it. A player is not allowed to give 



HOYLE'S GAMES 5 

another enough to go out when he begs. If the begging 
hand wants only one to go, the dealer must run the 
cards. 

In three hand, or four, each for himself, if one player 
goes out when it is his beg, the deal passes him to the 
player on his left. 

Penalties 

In cutting to the dealer, at least four cards must be 
left in each packet, or there must be a new cut. 

In dealing, if a card is found faced in the pack, or if 
the pack is proved to be incorrect or imperfect, the same 
dealer must deal again ; but if the dealer neglects to have 
the pack cut, gives too many or too few cards to any 
player, or deals a wrong number of hands, the dealer loses 
his deal. 

If the dealer exposes a card, his adversary may de- 
mand a new deal or may let it stand. When three or 
four play, this penalty must be demanded by the eldest 
hand. A deal out of turn must be corrected before the 
trump is turned and before any player has looked at a 
card. 

If a player does not follow suit when able to do so, 
it is a revoke unless he plays a trump to the trick. If 
the jack is not in play, the penalty for the revoke is one 
point. If the jack is in play, the penalty is two points. 
These points are deducted from the score of the player or 
side in error. The revoking player cannot score either 
jack or game, but his adversaries may score either of those 
points if they make them. 



6 HOYLE'S GAMES "%- 

Blind All Fours ^ " 

A variety of all fours in which no trump ^s turned by 
the dealer. The first card led or pitched ^^^^ the eldest 
hand is the trump suit for that deal, an $i He can select 
any suit he pleases. -;! . ^^ *. 

All Fives r ^ 

This is a variation in the method ^ scoring all fours. 
Sixty-one points is game, instead of seven, and a cribbage 
board is used to mark it. For certain trump cards taken 
in during the play of the hand, the winner of the trick 
containing those cards pegs a certain number of points at 
once. 

These points are; for the ten of trumps, lo; for the 
ace of trumps, 4 ; for the king, 3 ; for the queen, 2 ; for 
the jack, i ; and for the five, 5. These points are all in 
addition to the regular high, low, jack, and the game, 
which are scored after the hand is played. 

California Jack 

This is a variety of seven up for two players. The 
trump suit is determined by cutting before the cards are 
dealt. The pack is then shuffled and the dealer gives six 
cards to each player, three at a time, and turns the re- 
mainder of the pack face up on the table, to form a 
stock. The winner of each trick takes the top card from 
the stock, and puts it into his hand, his adversary taking 
the next card, so that each restores his hand to six cards 
until the stock is exhausted. The points are the same as 
in all fours, except that low counts to the player who 
catches or saves it. 



^^ HOYLE'S GAMES 7 

Sh^ta Sam 

Xhis is Califoraii:4ack wm the remainder of the pack 
turned face down, so that t^dl^ds to be drawn from the 

li^ck shall not be seen by 




AMBIGU 



. A French round ga^, something:^P|p* po^fe^orty 
cards are used, the K Q J l)eing thrctoi out. Two cards 
are given to each player, and after ^^^kiing them, he 
may discard and draw. The remain^Tfer of the pack is 
then shuffled and each player is given two more cards, 
upon which he may play or pass. Those wh5- plajKmust 
bet, and may be seen or raised by others. The players 
again discard and draw and are then ready for tlie final 
betting on four cards. 

There are seven combinations of Value, which rank 
in the following order beginning witjfthe lowest; — The 
Pointy for the total number of points on two or more 
cards of the same suit. This wins one counter from each 
of the other players. Prime, four cards of different suits, 
worth two counters. Sequence, which is practically a 
bobtail straight flush, as only three cards of the same 
suit need be in the hand; worth three counters. Tricon, 
three of a kind; worth four counters. Flush, four cards 
of the same suit, worth five cpunters. D outlets , any . 
hand containing a double combination. Fou * cards in se- | 
quence and suit is a doublet in sequence. Tricon and 
prime are worth six counters; Sequence and Flush are^_ 
worth eight. Fredouy or four of a kind, is the highest'/^ 
possible hand. 



8 HOYLE'S GAMES 

The hands are shown for the pool, and the combina- 
tions held are then paid for by the players separately. 
When a call is made, the best hand wins the pool and 
demands payment for the combination according to its 
value. 



AUCTION PITCH 
Or Set Back 

Four to seven players, each for himself, five making 
the best game. Fifty-two cards, which rank A K Q J 
lO 9876543 2, the ace being the highest in cutting 
and in play. Highest cut deals the first hand, after 
which deal passes in regular order to the left. Six cards 
are given to each player, three at a time. No trump is 
turned. 

In the old-style game, the eldest hand sells the privi- 
lege of *' pitching the trump,'' that is, leading the suit 
that shall be the trump for that deal. He must sell to 
the highest bidder or pitch the trump himself and make 
as many as he is offered. No second bids are allowed. 
If the eldest hand sells, he adds to his own score the 
number of points bid; but no player is allowed to bid 
him enough to put him out. 

The modern game is almost entirely ** bidding to the 
board,'' instead of to the eldest hand. No one sells and 
no one gets the points bid; but the eldest hand still has 
the first say if he wishes to bid for the privilege of pitch- 
ing the trump. There are no second bids, and if no one 
makes a bid, the eldest hand can pitch anything he 
pleases. 

The successful bidder must lead the trump for the 



HOYLE'S GAMES 9 

first trick and the suit to which the card belongs must 
be the trump for that deal whether it was led by mis- 
take or otherwise. 

Players must follow suit if they can when trumps are 
led; but if a plain suit is led they can trump the trick 
if they do not wish to follow suit; but they must follow 
suit when able to do so, unless they trump the trick in- 
stead. 

Ten points is game, and the points to be played for in 
each deal are; high, low, jack, and the game. These 
are; the highest trump out; the lowest trump out; the 
jack of trumps; and the greatest number of points in 
the tricks taken in by the individual player, reckoning 
the aces worth 4, kings 3, queens 2, and jacks i each; 
the tens counting 10 each. High and low are always 
scored to the players to whom those cards are dealt, but 
the jack is scored by the player who saves or catches it. 

The successful bidder always has the first count after 
the hand is played, and if he makes good his bid, he 
scores whatever points he wins. If he gets enough to 
put him out, he is out, no matter what any other player 
may have made. 

If the bidder does not succeed in getting as many 
points as he bid, he is set back the amount of his bid 
and scores nothing for any points he may have made; 
but the others may score any points they make. 

If the bidder fails to go out, or if he is set back, the 
other players then proceed to score their points in regu- 
lar order; high, low, jack, and the game. Suppose the 
bidder wants two and gets the pitch on a bid of two, 
making jack and game. He is out, because he has the 
first count, even if the players who made high and low 
wanted only one each to go out themselves. But if the 
bidder had not gone out, the player with high would 



lo HOYLE^S GAMES 

have scored it first; then the player with low would 
have scored, and so on. 

Penalties 

At least four cards must be left in each packet when 
the dealer presents the pack to be cut, or there must be 
a new cut. 

If a card is found faced in the pack during the deal, 
or if the pack is proved to be incorrect or imperfect, the 
same dealer must deal again. If the dealer neglects to 
have the pack cut; gives too many or too few cards to 
any player; deals a wrong number of hands, or faces a 
card in dealing, he must deal again. In no case does 
the dealer lose his deal. A deal out of turn must be 
corrected before the last card is dealt, or it stands. 

If any player whose turn it is to bid pitches the trump 
without bidding, he must make four points, or he will be 
set back. No player can pitch the trump unless he bids 
higher than any previous bid; but a bid of four, if made 
in its proper turn, shuts out any further bidding. There 
is no penalty for bidding out of turn. 

If a player does not follow suit when able to do so, 
and does not trump the trick, it is a revoke ; the pen- 
alty for which is to be set back the amount of the bid 
and to score nothing for any points made on the deal. 
It is usual to play the hand out after the revoke is dis- 
covered, in order to allow those not in error to make 
what points they can. The bidder cannot be set back 
if one of his adversaries revokes; but must be allowed 
to score any points he may take in, whether they are 
enough to make good his bid or not. If no bid has 
been made on the deal, the revoking player is set back 
two points, and scores nothing. 



HOYLE'S GAMES ii 

Smudge 

Smudge IS a variation of auction pitch, in which any 
player who is even with the board ; that is, not " in the 
hole " on the score, and who makes four points on a 
bid of four, wins the game on the hand, no matter what 
his score was. A player who makes four on a bid of 
less than four is not, in some places, allowed to smudge. 

Pedro 

Several varieties of auction pitch are known by the 
name of ** pedro,'' but they must not be confused with 
double pedro, or cinch. 

Any number of players from four to seven. The full 
pack of fifty-two cards, all of which are dealt out if 
possible; giving 13 each to four players; 10 each to five; 
8 each to six; 7 each to seven. 

All bidding is to the board, the eldest hand having the 
first say. The highest bidder pitches the trump by lead- 
ing it for the first trick. Everything, including low, 
counts to the player taking it in. Instead of counting 
the cards for game, the ten of trumps is the game point 
for whoever saves or catches it. 



Dom Pedro 

Twelve points can be made in each deal, i each for 
high, low, jack, and the game; 3 for the trey of trumps, 
called " dom '' ; and 5 for the five of trumps, called 
*^ pedro.'' In counting out, if there is a tie for game, 
the order is; high, low, jack, ten, trey, pedro. Game is 
fifty points. 



12 HOYLE'S GAMES 

Pedro Sancho 

Eighteen points can be made in each deal; high, low, 
jack, game being worth i each ; the five of trumps 5 ; 
and the nine of trumps, '' sancho,'^ 9. In counting out, 
the order is; high, low, jack, ten, five, nine. Game is 
fifty up. , 

Snoozer 

In this variation, the joker is added to the pack and 
36 points can be made on each deal. These points are; 
I each for high, low, jack, game; 3 for the trey of 
trumps; 5 for the five of trumps; 9 for the nine of 
trumps, and 15 for the joker. These points go out in 
order; high, low, jack, ten, trey, five, nine, joker. One 
hundred points is game. 

Although the joker is a trump and will win any plain 
suit, it is the lowest trump of all, and the deuce of 
trumps will win it. 

The penalties in all these variations are the same as in 
auction pitch. 



AUTHORS 

Fifty-two cards, distributed one at a time as far as 
they will go among any number of players from four to 
seven. If some have more cards than others, it does 
not matter. 

The eldest hand begins by naming some individual 
player, and asking him for a card of the same denomi- 
nation as some card which he holds in his own hand, 
but he must name the suit of the card asked for. If 



HOYLE^S GAMES 13 

he holds any ten, say clubs, he can say, ^^ Mr. B. I will 
trouble you for the ten of hearts." If Mr. B. has the 
card asked for, he hands it over, and the asker puts it 
in his hand with his other cards. Having received the 
card asked for, the same player can ask for any other 
card, provided he has one of the same denomination in 
his hand, and he can ask any one at the table for it. 

If the player asked has not the card demanded, it be- 
comes his turn to ask for any card he wants to match 
one or more already in his hand. As long as a player 
succeeds in picking out the right person to ask, and gets 
the card asked for, he can continue to ask; but the 
moment he asks the wrong one, he loses the ask. 

As soon as a player succeeds in getting together four 
cards of the same denomination, he shows them, and lays 
them on the table in front of him in the form of a trick, 
turned down, and the person who has the greatest num- 
ber of these tricks at the end of the game is the winner. 



BACCARA 

It is. usual to bid for the privilege of being the banker, 
the persons naming the largest amount having the privi- 
lege. The cash is placed on the table at once, and as 
much of it as remains there at any time is the limit of 
the amount which the bank can lose. If no one bids, 
the banker may put up anything he likes. 

Eleven persons actually play, at the most. Three packs 
of fifty-two cards each are well shuffled together and 
used as one. They are then offered to the players to be 
cut, a card being stuck into the pack to indicate where 
it shall be divided. The players take their seats, five on 



14 HOYLE'S GAMES 

the right and five on the left of the banker, choice of 
position being drawn for. Any player or spectator can 
bet any amount he pleases, but if the bank should lose 
its entire capital, the last to be settled with might not 
be paid if they have bet much beyond the amount in the 
bank. Bets are made that the player sitting on the bank- 
er's right, or on his left, will beat him. A player wishing 
to bet on both sides at once, right and left, meaning that 
they will both beat the dealer, places his money on the 
line, or a cheval. 

The dealer takes a handful of cards from the top of 
the stock, and gives one to the player on his right, then 
one on his left, and then one to himself, all face down. 
Then another to each in turn. The two players then 
examine their cards to see how near they are to 8 or 9. 
If they have exactly 8 or 9, they must show it at once. 
The K Q J 10 count nothing; all other cards their pip 
value. 

When 8 or 9 is shown, if the banker has not an equal 
number, he must pay. If he has 8 or 9 himself, how- 
ever, neither player having so many, the banker wins 
everything on the table. If no one has 8 or 9, the dealer 
decides whether or not to offer a card, with a view to 
taking one himself. If he offers one to the players, he 
begins with the one on his right, who may either take 
it or refuse it. It is then offered on the left. If both 
refuse it, the dealer must take it himself; but if either 
player accepts it, the dealer is not obliged to take one 
himself. Should the player on the right take the card, 
the player on the left may ask for one also. There is 
only the one offered to each, and if they are taken they 
are left face up on the table. 

Good players find it is bad policy to refuse with less 
than five in their first cards, or to draw with more than 



HOYLE'S GAMES 15 

five. With five exactly, it is optional. Players must 
remember that all the money on their side of the table 
depends on their decision. 

After the draw, if any, all three hands are exposed 
and the one nearest 9 w^ins. If the player on the 
right is nearer 9 than the dealer, all bets placed on that 
side of the table win. If not, they all lose. The same 
is true of the other side. Ties are a stand off. The 
dealer may win from both sides, or lose to one only. If 
he loses to both, he must pay all the bets made a chevai; 
but if he wins from both, he takes all such bets. If one 
side wins and the other loses, these bets stand off. 

Any player holding nothing but court cards, or such 
cards as 7 and 3, which equal 10, is " baccara," which 
means '' nothing.'^ If he has 14, the 10 counts for noth- 
ing, so his point is 4. 

When the player on the right or left loses a coup, 
the banker deals the following hand to the next player 
in order beyond the one who lost. But if the player 
wins from the bank, cards are dealt to him again. These 
cards are taken from the top of the stock, without fur- 
ther shuffling or cutting. The process of progressing from 
the player who loses a coup to the one beyond him is 
continued until the fifth player is passed, when it comes 
back to the one next the banker. 

If there is not money enough in the bank to pay all 
the bets made, those to whom the hands are dealt must 
be paid first. Then come the players immediately be- 
yond them in their order, and the spectator^ last, as far 
as the money will go. 

Any player may propose banco ^ which means that he 
will individually bet as much as there is in the bank on 
one coup. This takes precedence of all other bets. If 
the banker loses, J:he bank is busted, of course, and must 






i6 HOYLE'S GAMES 

be put up again. If the banker wins, the same player 
may go banco again; but the same player is not allowed 
to go banco more than twice running. 



Cheniin de Fer 

This is a variety in which six packs are used and each 
player in turn to the left becomes the banker, the deal 
passing as soon as the banker loses a coup. Cards are 
given only to the player on the right and to the banker 
himself. As long as the banker wins he deals again. 
If the point is a tie, the dealer may pass the bank to 
the next player in turn, provided he has not given a card 
on the last deal. 



HOYLE^S GAMES 17 



BACKGAMMON 
Or Tric-Trac 

Backgammon is played by two persons, with a board 
made for the purpose. Each player has fifteen men, 
known as black and white, and each should have his own 
dice box and two dice. Almost all the folding checker- 
boards are marked on the reverse side for backgammon, 
and the fifteen men of each color in a checker set are 
intended for backgammon players. 

At the beginning of the game the men are set up in 
the following position. (See illustration on following 
page.) 

The two sides of the board nearer the players are 
called tables and the table with only two men on two of 
the points is called the inner table. It is also the home 
table of the pla5^er who sits with that side of the board 
nearer to him. In the diagram, the inner table is on the 
left, and the side at the bottom, on which white sits, 
is white's home table. It does not matter which way the 
board is turned, as the ** fleches '* or points are alter- 
nately light and dark all the way round in either direc- 
tion, but it is usual to place the side of the board with 
only two men on points, nearest the window, so that 
there shall be a good light on the home tables. 

The points in the home tables are known by their 
numbers, which correspond to the faces of a die, and 
are called; ace point, deuce point, trey point, four point, 
five point, and six point. If it is said that there are 



i8 HOYLE'S GAMES 

two men on white's deuce point, it means that they 
stand on the point No. 2 in the diagram. Black's deuce 
point would be the one directly opposite. 

The point which would be No. 7, which is imme- 
diately across the bar which divides the two tables, is 



BLACK 
Black's Home Table Black's Outer Table 




White's Home Table White's Outer Table 
WHITE 

called the *^ bar point " ; not because it is next the bar, 
but because it bars the two adverse men in your home 
table from running away with double sixes, if you can 
" make it up," as will be explained presently. 

The object of each player is to get all his men into 
his home table, and, as soon they have all arrived, to 



HOYLE'S GAMES 19 

throw them off the board altogether. The one that 
succeeds in doing this first, wins the game. 

The movement of the men is controlled by throws of 
the dice, of which each player should have two. One 
die is thrown for the first move, the higher cast play- 
ing first. It is sometimes agreed that the winner of the 
cast may use his own and his adversaries throw for the 
first move; but it is more usual to cast two dice together 
for the opening move, especially as that is the only way 
to get doublets. 

Each player throw^s and moves alternately, and a man 
can be moved as many points as there are spots face up 
on the die, counting from the point upon which the 
man stands. A different m.an can be moved for each 
die, or the same man can be moved twice; but if one 
man is moved twice, he must make the move in two dis- 
tinct parts, each of which corresponds to the face of a 
die as thrown. 

If there are two of the adverse men upon any point 
to which a man might be moved, that point is " cov- 
ered '^ or made up, and a man of the opposite color 
cannot stop upon it, nor even use it as a resting place 
in a double move. If there is only one man upon it, it 
is called a *' blot " and can be ** hit,'^ the man on it 
being removed from the board and placed on the bar, 
which is the elevated place between the two tables. 

Suppose that the first throw contained a five. The 
caster could not move either of the two men standing 
on his adversary's ace point, because the fifth point from 
there is covered. 

When a man is hit and placed on the bar, he must be 
entered again before any other man on his .side can be 
moved, and he must enter upon the adversary's home 
table. The point upon which he shall enter is decided 



20 HOYLE'S GAMES 

by the throw of the dice, and if the points that corre- 
spond to the numbers thrown are both covered, he cannot 
enter, and the throw is lost, the man remaining upon 
the bar. 

As each player starts with two men on his adversary's 
ace point, these two men must be brought all the way 
round the board to the home table, and all the other 
men, who start on other points, in the outer table, must 
also be brought into the home table. Any man who has 
been hit and put back, will have to follow the same 
course. 

As both players are moving toward their home tables, 
their men will be continually meeting and passing one 
another, and it is the object of the player to cover one 
man with another, so that none shall be hit. A player 
is not obliged to hit a man that he can reach by a throw 
of the dice; but if he rests upon a point which is a blot, 
even if he goes on to another point in completing the 
play of his two dice, he must lift the man that is hit. 

When doublets are thrown, they are played double. 
If a caster should throw two treys, he could move one 
man three points at a time, four times, provided none 
of the points stopped at on the way were covered; or he 
could move four different men three points each; or two 
men three points each and a third man six points; or he 
could move two men together three points, and another 
two men another three points ; or he could move two men 
six points. 

The player must use the throws on both of the dice 
if he can, no matter how little he may sometimes wish 
to avail himself of the privilege. If the position is such 
that he can either play only one number, or can play 
both, he must play both. If he can play either, but not 
both numbers, he must play the larger of the two thrown. 



HOYLE'S GAMES 21 

As soon as all the fifteen men belonging to one side 
have been brought into the home table, they can be 
thrown off. The two numbers thrown in each cast of 
the dice will correspond to the numbers of two of the 
points in the home table, and a man from each of those 
points may be thrown off. This is called '' bearing '^ 
the men. If doublets are thrown, four men may be 
removed from that point if there are so many standing 
upon it. If there are no men on a point thrown, the 
numbers must be used in moving toward the ace point, 
if that is possible. If it is not possible to move, on ac- 
count of the large number thrown, such as 6 and 5, 
when there are no men on either of those points, men 
may be borne from the point nearest to the one thrown. 
But if there is a man on the six point when a five is 
thrown, but none on the five point, the one on the six 
point will have to be moved up five. If the caster 
throws four-deuce, and there is no man on the deuce 
point, he can bear the four, but he will have to move 
up something for the deuce. 

A player is not obliged to bear his men if he prefers 
to move one or both of them. Sometimes there is an 
adversary's man on the bar, waiting to enter, or already 
in your home table, when you are bearing your men, 
and he might hit one of them if you left a blot. Should 
this happen, the player who was hit would have to stop 
bearing his men until the hit man was entered and made 
the complete circuit of the board to get home again. 

The first player to bear all his men wins the game. 
If his adversary has already borne some of his men, it 
is called a ^^ hit," and counts as a single game. If the 
adversary has not borne a single man, it is a ^* gammon,'* 
and counts double. If, in addition to not having borne 
a single man, any of his men are still on your side of the 



22 HOYLE'S GAMES 

board, even in the outer table, It is a *' backgammon '' 
and counts a triple game. 

The Opening Throws 

Good players always move certain of their men to cer- 
tain points according to the opening throw they get, and 
every player should be familiar with the best move- 
ment of his men for the first throw, no matter what this 
throw may be. These moves were settled upon more 
than a hundred years ago, and they are as follows — 

6-6. Fill both the bar points, placing two men on 
each. 

6-5, 6-4, or 6-3. Take one of the two men in your 
adversary's home table as far as he will go. 

6-2. One of the five in your outer table to the five 
point in your home table. 

6-1. Make up your bar point; that is, the point which 
bars the two adverse men in your home table from run- 
ning away with double sixes. Play the 6 with a man 
from the five in your outer table, and cover him with a 
man from the three nearer you. 

5-5. Bring two men from the five in your outer table 
to the trey point in your home table. 

5-4. Same as 6-3. 

5-3. Make up the trey point in your home table. 

5-2. Bring two men from the five in your outer table. 
One of these will be a blot, but it will take 6-4 to hit 
him. 

5-1. Play the 5 by bringing a man from the five in 
your outer table, and either play one of the two men In 
the adversary's home table for the ace, or put a blot on 
your own five point. 

4-4. Either bring two men from the five In your outer 



HOYLE'S GAMES ^23 

table right into your home table, making up your five 
point; or bring them only four points, and move the two 
men in your adversary's home table together to his five 
point. 

4-3. Bring two men from the five in your outer table, 
making two blots. 

4-2. Make up the four point in your home table. 

4-1. For the 4, bring a man from the five in your 
outer table. For the ace, either make a blot on your own 
five point, or on your adversary's deuce point. It is a 
common error to play the sarhe man on, piling up four 
men on one point. 

SS. The best play is to fill the trey and five points 
in your home table. Or, fill the five point, and move 
your two men together to your adversary's four point; 
or, make up your bar point. 

3-2. Bring two men from the five in your outer table, 
leaving two blots; or, play the 3 with one of those men 
and play the deuce by putting a man on your adver- 
sary's trey point. 

3-1. Make up the five point in your home table. 

2-2. Make up your four point with two of them, and 
either play the other two men from the five in your outer 
table, or place two men on your adversary's trey point. 

2-1. The best, perhaps because the boldest, is to- play 
one man down from each of your fives, leaving two 
blots. Or, you can play the deuce from the five in your 
outer table, and either move him again, or play the ace 
in your adversary's home table, which leaves three blots. 

i-i. Make up your bar point and your five point. 

While it may seem a difficult matter to remember all 
these moves, it may help matters if it is observed that 
the three men on the side of the board nearer you are 
never moved except to make up points in the home table, 



24 HOYLE'S GAMES 

or the bar point. All doublets, except fives and aces, 
may be used to run with the two men in your adver- 
sary's home table. All blots should be left in the outer 
table, unless it is necessary to leave two. 



Chances 

It IS sometimes desirable to know the chances of hit- 
ting a man or of being hit yourself, when blots are left. 
It IS obviously easier to hit a man that can be reached 
with a single die, that is, some number under 7, than it 
is to hit him with double dice, or numbers over 6, The 
odds against hitting a man vary with his distance from 
the source of danger. 

With a single die, it is — ' 

25 to II against hitting a man i point away. 

24 to 12 against hitting a man 2 points away. 

22 to 14 against hitting a man 3 points away. 

21 to 15 against hitting a man 4 points away. 

21 to 15 against hitting a man 5 points away. 

19 to 17 against hitting a man 6 points away. 
With both dice, it is — 

30 to 6 against hitting a man 7 points away. 

30 to 6 against hitting a man 8 points away. 

31 to 5 against hitting a man 9 points away. 

33 to 3 against hitting a man 10 points away. 

34 to 2 against hitting a man 11 points away. 

35 to I against hitting a man 12 points away. 

It will be observed that the odds are always against 
the man's being hit, whether with one die or with two. 

In the American game, gammons and backgammons 
are often disregarded, and the play is for a hit. This 



HOYLE'S GAMES 25 

loses many of the fine points of the game, because it 
requires considerable skill to judge whether to go for a 
gammon, or to play safely, for a hit. 

THE LAWS OF BACKGAMMON 

1. If the men are wrongly set up, the mistake may be 
remedied if the player in error has not moved a man, 
otherwise they must stand as set up. 

2. If a player begins with less than the proper num- 
ber of men, the error cannot be rectified after the player 
has made a throw for his move. 

3. The players must each cast a single die for the 
privilege of first move, the higher winning. Ties throw 
again. 

4. By mutual consent it may be agreed to let the 
higher throw play the points on his own and his adver- 
sary's die for the first move; otherwise he must throw 
again with two dice. 

5. Each player must throw the dice into the table on 
his right hand, and if either die jumps into the other 
table, or off the board, both dice must be taken up and 
thrown again. 

6. To constitute a fair throw, each die must rest flat 
upon the board, and if either die is *^ cocked '' against 
the other, or against the edge of the board or of a man, 
both dice must be taken up and thrown again. 

7. If the caster interferes with the dice in any way, or 
touches them after they have left the box, and before they 
come absolutely to rest and the throw is called by the 
caster, the adversary may place face upward on the die 
or dice so interfered with, any number he chooses, and 
the caster must play it as if thrown. 

8. Before playing, the throw must be announced by 



26 HOYLE'S GAMES 

the caster, and if the throw is played as called it stands 
good, unless an error in the call is discovered before the 
dice have been touched for the purpose of putting them 
in the box again. 

9. If a player moves a man a wrong number of points, 
the throw being correctly called, the adversary must 
demand that the error be rectified before he throws him- 
self, or the erroneous move stands good. 

10. If a man wrongly moved can be moved correctly, 
the player in error is obliged to move that man. If he 
cannot be moved correctly, the other man that was moved 
correctly on the same throw must be moved on the num- 
ber of points on the second die, if possible. If the second 
man cannot be so moved onward, the player is at lib- 
erty to move any man he pleases. 

11. Any man touched, except for the purpose of ad- 
justing it, must be moved if the piece is playable. A 
player about to adjust a man must give due notice by 
saying, " J'adoube.'' A man having been properly played 
to a certain point and quitted, must remain there. 

12. The numbers on both dice must be played if pos- ! 
sible. If there are two ways to play, one of which will 
employ the numbers on both dice, the other only one of 
them, the former must be played. If either, but only! 
one, of the two numbers thrown can be played, the larger 
of the two must be selected. 

13. If a player throws off men before all his men are' 
at home, the men so thrown off must be placed on the 
bar and re-entered in the adversary's home table, just as 
if they had been captured in the course of play. The 
same penalty attaches to throwing off men while one ofj 
that color is on the bar. 



HOYLE'S GAMES 27 

Russian Backgammon 

The board, the number of pieces, and the dice, remain 
the same, but there is no placing of the men before play- 
begins. Both players enter their men in the same table 
and on the same side of the board, the points from i to 6 
that they enter upon being determined by throws of the 
dice. All the men, white and black, move round the 
board in the same direction and to the same home table, 
which is always opposite the entering table. 

Each player casts orte die for the first move, and the 
winner casts both dice for his entering throw. Having 
thrown, he puts two men on the points that correspond 
to the numbers on the dice. His adversary then throws 
and enters two men. If either of the first throws are 
doublets, four men are entered on that point. 

After the first two men have been entered, the player 
may employ subsequent throws to move them along, or he 
may enter more men, or he can divide the throw, moving 
a man with one die and entering a man with the other. 

In entering, the points must be clear. If we suppose 
that there are two or more black men on the four point, 
no white man could be entered with a throw of 4, and 
white would have to move a man already entered, if he 
could. 

If a blot is hit on entering, the man is taken up and 
placed on the bar; because he must be entered before any 
man of his color can be entered or moved. 

In traveling round the board toward the home table, 
covered points cannot be touched by the adversary's men ; 
but blots may be hit, and any man lifted must be placed 
on the bar, to be re-entered before another man of that 
color is moved. 



28 



HOYLE'S GAMES 



After the first throw, doublets entitle the caster to play 
both faces of the dice, the side uppermost and its re- 
verse. As any opposite faces of a die always add together 
to make seven, the player knows what is underneath; 
but he must play the upper face first. If he throws 
double fours, he plays four fours and then four threes. 
Not only this, he is privileged to have another throw 
before the adversary's turn comes. Should he throw an- 
other doublet, he plays both faces of the dice, as before, 
and throws again. 

If the upper faces of the dice in a doublet cannot all 
be played, the reverse faces are lost, together with the 
privilege of throwing again. 

Upon reaching the home table, each player bears his 
men as in the ordinary game; but if there are none of his 
men on the points he throws, and the points to which he 
could move are covered by his adversary, the throw, or 
part of it, is lost. 



BEZIQUE 

Two players; two packs of thirty-two cards each, shuf- 
fled together and used as one. The cards rank as fol- 
lows — 



4- 




4.^4. 

4-^4- 




■ 



4»m ^ ^M^ 



4» 4» ^j>^ "^A*^ 

<Xa a^ .»^ tj» al* a^ 



In cutting, the highest bezique card has the choice to 
deal or not for the first hand. In cutting to the dealer, 
at least five cards must be left in each packet. 

Eight cards are dealt to each player, 3, 2, 3, at a time, 



HOYLE'S GAMES 29 

turning up the next card for a trump. If the turned 
trump is a seven, the dealer scores ten points for it im- 
mediately. The remainder of the pack is left on the 
table, face down, as a stock to draw from, the trump 
card being placed on the bottom, but so that it can be 
seen. 

The object of the game is to take in certain counting 
cards in tricks, and to declare certain combinations held 
in the hand. The non-dealer leads for the first trick, 
anything he pleases. There is no obligation to follow 
suit, even in trumps, until the stock is exhausted. In 
case of duplicate cards played to the same trick, the 
leader wins. Tricks are of no value except for the aces 
and tens they may contain, but winning a trick may be 
useful in obtaining the lead and so getting an opportunity 
to make a declaration. Aces and tens taken in should 
be scored immediately, a bezique marker being preferably 
used for the purpose, or the score may be kept on a 
cribbage board. 

After each trick, the players draw a card from the 
top of the stock, the winner drawing first. The seven 
of trumps can be exchanged for the turn-up card at any 
time that the player is in the lead. This seven, which is 
called ^^ dix,'' whether turned up, declared in hand, or 
exchanged, counts ten points for the player. The seven 
cannot be scored if any other declaration is made at the 
same time, because it is a declaration in itself. 

After each trick, and before drawing from the stock, 
the winner of the trick can declare and score any of the 
following combinations of cards, which belong to three 
different classes — 



30 HOYLE'S GAMES 

Class A 

King and queen of any plain suit; Marriage. 20 
King and queen of trumps; Royal Marriage. . 40 
Sequence of A K Q J 10 of trumps 250 

Class B 

Spade queen and diamond Jack, Bezique. . . . 40 
Both Q's and J's, Double Bezique 500 

Class C 

Any four aces, regardless of suits 100 

Any four kings, regardless of suits 80 

Any four queens, regardless of suits 60 

Any four jacks, regardless of suits 40 

Counting combinations, when declared, must be shown, 
laid face up on the table, and left there; but the cards 
forming a combination may be led or played, as if they 
were still in the hand. A card cannot be played and 
declared at the same time; but it may be played imme- 
diately after it has been declared and scored. The trump 
card, taken in exchange for the seven, cannot be de- 
clared until the player wins another trick, unless he fore^ . 
goes the ten points for the dix. 

If a player intends making two declarations which be- 
long to the same class, and will use the same cards, he 
must make the one of lesser value first, or he will lose 
it. If he declares the trump sequence, he cannot go 
back to it and score the marriage it contains; but if he 
declares the marriage first, he can add the A J lO to 
it, and score the sequence. 

The same card cannot be used twice in the same 



HOYLE'S GAMES 31 

combination. If one of four declared kings has been 
played away, the three remaining will not form a fresh 
combination with a new king. J^ king or queen once 
married cannot be again married to another queen or 
king; neither can the same bezique card be used to form 
two single beziques. 

The same card may, however, be used to form com- 
binations belonging to different classes. If spades were 
trumps, the queen might be used as part of the royal 
marriage, part of the sequence, part of four queens, and 
part of bezique. 

A player may declare more than one combination at 
a time, but only one can be scored. He must wait until 
he wins another trick to score the others. Having four 
jacks on the table, he might lay down the spade mar- 
riage, and claim bezique, ^* forty to score," which means 
that he will score it next time he wins a trick. Should 
he fail to win another trick, the score would be lost. 
Having declared anything ^' to score " does not prevent a 
player from scoring something else in the meantime, 
should he get something of more value, for instance. 

When the stock is exhausted, by drawing the last 
card from it, all declarations stop, and all the cards lying 
on the table are taken into the hand again. The second 
player to each trick must not only follow suit, but must 
win the trick if he can, either with a higher card of the 
suit led, or with a trump. The winner of the last trick 
of all counts ten for it. 

The game is usually 1,000 points up, and if the loser 
is not half way, it is reckoned as a double game. 



32 HOYLE'S GAMES 

Penalties 

A misdeal does not lose the deal. The non-dealer may 
demand a new deal if one of his cards, or one belonging 
to the stock, is exposed by the dealer. A player expos- 
ing his own cards has no remedy. If the dealer gives 
too many cards, he must deal again; if too few, his ad- 
versary may ask for an additional card without chang- 
ing the trump, or may demand a new deal. 

If a card is found faced in the stock before the first 
trick is played to, there must be a new deal; but after 
the first trick, the faced card must be turned face down 
in its place. 

If a player leads out of turn, and his attention is called 
to it, he must take back the card led; but if the erro- 
neous lead is played to, the trick stands good. If, during 
the play of the hand, either player is found to have too 
many cards, he must either play without drawing from 
the stock until his hand is reduced to eight cards, or 
there must be a new deal. No declaration can be made 
by a player with too many cards in his hand. If a player 
has less than his right number, he may either draw from 
the stock to make good, or his adversary may demand a 
new deal. 

A player revoking, either by failing to follow suit or 
to head a trick after the stock is exhausted, must take 
back the cards to the point at which the error occurred ; 
and replay the hand from thence on. 

Playing to a trick without having drawn a card for i 
the previous trick may be remedied by drawing two cards , 
next time with the permission of the adversary, who must I 
otherwise demand a new deal. 

If a player draws two cards at a time, he must show 



HOYLE'S GAMES ^7, 

the second one, if he has seen it himself; otherwise he 
may replace it on the stock. If the second card belonged 
to his adversary, he must show both cards. If either 
player draws out of turn, he must restore the card and 
show the one he draws. 

Should the loser of a trick draw two cards and look 
at them, his adversary may draw two cards on the next 
draw and keep which he chooses. 

If the cards do not divide equally at the end, there 
being two cards besides the trump, the winner of the last 
trick takes the top card and the loser takes the trump, 
the other card remaining untouched. 

Any player making a declaration which is not correct, 
such as announcing four jacks when one of the cards laid 
down is a king, may be called upon to play or lead one 
of the jacks unless he has in his hand the card to com- 
plete the combination declared. 

Three-Hand Bezique 

Three players use three packs, and triple bezique counts 
1,500. The game is usually 2,000 points. 

Four-Hand Bezique 

Four players may be each for himself, or two against 
two, as partners. Four packs are used, shuffled together 
as one. The triple bezique counts 1,500 and the game 
is 2,000 points. It will be observed that quadruple 
bezique cannot be held, as a player never has more than 
seven cards in his hand when he declares. 



34 HOYLE'S GAMES 

Rubicon Bezique 

Four packs of thirty-two cards each are shuffled to- 
gether and used as one. The rules for cutting, etc., are 
the same as in bezique. Nine cards are dealt to each 
player, three at a time. No trump is turned, the first 
marriage declared and scored making the trump suit 
and being worth 40 points; consequently, until a mar- 
riage is declared, there are no trumps. It does not mat- 
ter which player announces the marriage; but neither is 
obliged to announce one if he does not wish that suit 
to be the trump, not even if he has one on the table ; four 
kings and bezique, for instance, which would include the 
spade marriage. 

There are some declarations that are not in the ordi- 
nary game of bezique. A player having no king, queen, 
or jack, dealt to him, scores fifty for carte blanche, and 
continues to score fifty every time he draws, and shows 
his card to his adversary, until he gets a court card. 

As in bezique, only one declaration may be scored at a 
time. Triple bezique is worth 1,500; quadruple, 4,500. 
A sequence of the five highest cards in any plain suit is 
worth 150. The scores for marriages, trump sequence, 
and fours of a kind, are the same as already given in the 
three classes of declarations for bezique. 

There is no obligation to follow suit, not evLn to 
trumps, until the stock is exhausted. Tricks are usually 
left face up on the table until an ace or a ten falls, where- 
upon the winner of the trick gathers in all the cards 
played up to that time, and a fresh pile is started. 

The peculiarity of rubicon is, that if any combination 
on the table has been broken up by playing cards away 
from it, it may be re-formed, and scored again and again. 



HOYLE'S GAMES 35 

In this manner, the four aces might be scored thirteen 
times. Marriages may be repeatedly scored by simply 
leading a card similar to one of those on the table, pro^ 
vided it is led before drawing from the stock. This 
saves the trouble of leading the card on the table and then 
replacing it from the hand. Winning the last trick 
counts fifty points. 

When the player has time, he should score the minor 
combinations before the greater. Quadruple bezique 
might yield 6,540 points if the single bezique were 
scored first, the double added, then cards added to make 
the triple, and finally those to make the quadruple. 

No declarations can be made after the stock is ex- 
hausted, and players must follow suit, and must win the 
trick if they can. 

Each deal is a game in itself, and is for so much a 
1,000 points. The winner deducts the points made by 
the loser, but adds 500 bonus for ^' game.'^ Fractions of 
100 are rejected, and the aces and tens, which are called 
" brisques," are never counted unless they are necessary 
to decide the result, when the score is very close. 

If the lower score, the loser, fails to reach 1,000 points, 
he is rubiconed, and instead of deducting his points from 
the winner's score, they are added to it, together with 
1,000 for a double game and 300 for brisques. The loser 
may count his aces and tens to save a possible rubicon; 
but if they do not save it, they are all added to the win- 
ner's score. As the total value of the brisques is 320, 
it is useless to count them to save a rubicon, unless the 
player is within 200 or so of 1,000. 



36 HOYLE^S GAMES 

Penalties 

The penalties for misdealing are the same as in bezique. 

If a player is found to have too many cards at any 
time after he has played to the first trick, the game is 
abandoned, and the player not in error adds 1,300 points 
to his score, at the same time taking as rubicon all the 
points already scored by his adversary, provided they do 
not exceed 900. If both players have a wrong number 
of cards, the deal is void. If one or both have less than 
their right number, the deal stands good, and the last 
trick is scored either by the player winning it, if both 
have too few cards, or by the player with the right num- 
ber, if his adversary has too few. 

If a player plays without drawing, he must finish the 
game with eight cards. The rules for irregular draw- 
ing and other details are the same as in bezique. 

Chinese Bezique 

This is simply rubicon bezique played with six packs of 
cards, shuffled together. 

Chouette Bezique 

This is rubicon, played by several persons, one of whom 
plays against all the others in consultation. If the single 
player wins, another of his adversaries takes the place of 
the loser who held the cards. If the single player loses, 
the same adversary opposes him again. 

Polish Bezique 

This is simply the ordinary game of bezique for two 
players, but instead of turning down the cards in the 



HOYLE'S GAMES 37 

tricks as they are won, the winner of the trick may appro- 
priate any court cards, or the ten of trumps, in order to 
form and score combinations with them. Any such decla- 
rations may be completed by adding cards from his own 
hand, or upon the table, or won in subsequent tricks, but 
the cards won in tricks must be kept separate from the 
player's own hand, because they cannot be played away 
again, and must not be taken in hand after the stock is 
exhausted. 

Cinq Cents 

This is a variety of bezique, but played with one pack 
of cards only, and with the additional declaration of 120 
for a sequence of the five highest cards in any plain suit. 
In some respects the game suggests that it is the connect- 
ing link between bezique and pinochle ; because the points 
in the tricks are not scored as they are taken in but are 
counted up at the end of the hand. Aces are worth 11 
points each; tens 10; kings 4; queens 3 ; and jacks 2. 
In this game bezique is called ^^ binage,'' which is a 
French word, of course, but it has been suggested that a 
German corruption of its pronunciation may be the true 
origin of the word ** pinochle.*' 

As the name implies, 500 points is game. The play- 
ers keep mental count of the points they take in, those 
they score for declarations being put down on the slate 
at once, and the first to reach 500 knocks on the table, 
which stops the game. His tricks are then counted to 
see if he has taken in counting cards enough to put him 
out. If he has, he wins, no matter what the other play- 
er's score may be. If he is mistaken, he loses the game. 

If both players reach 500 without knocking, or with- 
out discovering it until they count their tricks, the game 
must be continued for another 100 points. 



38 HOYLE'S GAMES 

Penchant 

This is an attempt to improve upon bezique by making 
some minor changes, but it has never become popular, on 
account of its unnecessary complications. 

The cards rank, AKQJ10987, and the sevens are 
called brisques, together v^ith the aces and tens. Triplets 
and pairs are declared and scored, as well as fours, and 
any sequence which contains K Q J may be scored. 

The penchants, which take the place of bezique, are any 
queen and jack of different suits. The trump suit is deter- 
mined by the jack of the first penchant declared. 



BILLIARDS 



The American game of billiards, strictly speaking, is a 
four-ball game, and was formerly played on a table with 
four corner pockets. The two red balls, light and dark, 
were placed each on its own spot, and each player had a 
white ball, one being the *^ spot " white. As originally 
played, the counts were three and two for each shot, off 
the red and off the white, as in the English game, and the 
game was 100 points. The room-keepers gradually intro- 
duced the habit of counting each shot as one when the 
pockets were done away with, and reduced the string to 
34 buttons, which is the reason the standard game to-day 
in many places is still 34 points. 

The four-ball game has, however, entirely gone out of 
fashion, and since the 70's Americans have adopted the 
French carom game, which is played with three balls only, 
on a table with no pockets. 



HOYLE^S GAMES 



39 



French Caroms 

The table used for championships and match play is ten 
feet by five; the ''room-size'' table is nine feet by four 
and a half. The head of the table is the end with the 
maker's name upon it. The players string for the lead, by 
playing a ball with the cue from the head of the table to 
the cushion at the other end, so that it shall return to the 
head, the player whose balls stops nearer the head cushion 
having the choice to play first or not. 

The red ball is spotted at the bottom of the table and 
the non-striker places his ball on the spot at the head of 
the table, on a mark which is placed at the middle of the 
balk line. The striker must then place his ball within 
six inches of the spotted ball, and within the balk line, 
and must play first on the red. 



• •««•«« 






; 


.... J- « 

r- 




• -I 


, _ 


'- 




• • • « « • 







American Table, for French Carom Game. 



The diagram shows the table ready for the opening 
stroke. The object of the game is to drive the player's 
ball with the point of the cue so that it shall strike both 
the other balls, either together, one after the other, or 
with the intervention of a cushion. It does not matter 



40 HOYLE'S GAMES 

which ball is struck first, after the opening shot, or 
whether one or both balls are struck more than once, so 
that the cue ball strikes or is struck by both the others. 
Every time such a stroke is made, it counts one point 
toward game. If both balls are missed it counts one point 
for the non-striker. A number of shots in succession is 
called a break, or run. Push shots are barred. When the 
balls are ^* frozen '' they must be respotted. 

Each player has his own cue, and these cues vary in 
weight from fourteen to twenty-two ounces, eighteen being 
about the average. The length of the cue should be from 
the floor to the player's chin. 

If the red ball is at any time forced off the table, it 
must be replaced on its own spot, or on the middle spot 
if the top spot is occupied. If the white ball is forced 
oft the table and it is the striker's ball, it is placed on the 
spot at the head of the table. If he made the carom 
before the ball jumped off the table, the count is good, 
and he plays from the spot. If not, the non-striker plays. 
If the non-striker's ball is forced off the table, it is put 
on the spot at the head of the table. 

Balk-Line Billiards 

In order to render the game more difficult and to pre- 
vent large breaks being made with the assistance of the 
cushion, or ^* rail nurse," chalk lines are drawn, at an 
agreed distance from the rail, all round the table, and the 
players are forbidden to make more than one or two 
caroms within any space contained between the lines and 
the cushions, without driving one of the balls out of that 
space. 

The dotted lines, on the diagram of the American 
Table, show the position of the chalk lines for balk-line 



HOYLE'S GAMES 41 

billiards. The distance of these lines from the cushion 
is matter of agreement, and the game takes its name from 
this distance, so that we have ten-inch, twelve-inch, four- 
teen-inch, or eighteen-inch balk-line. If two shots are 
allowed within a balk space, the game would be called, 
18-2, for instance. If only one shot were allowed, it 
would be called 18-1. 

Cushion Caroms 

Another form of the game which is designed to increase 
the difficulties of ordinary billiards is called cushion 
caroms. In this it is agreed that the cue ball shall touch 
a certain number of cushions before completing the shot. 

It does not matter whether these cushions are touched 
before reaching the first object ball, or between hitting 
the object ball and the carom ball, or partly one and 
partly the other. 

Three-cushion caroms is a very popular game. 

Bank-Shot Billiards 

When It IS agreed that the cue ball shall always strike 
a cushion before touching the object ball, the game is 
bank-shot billiards, not cushion caroms. How many cush- 
ions are struck afterward does not matter; but if the cue 
ball strikes an object ball before touching a cushion, the 
stroke is foul. 

Man-of-War Game 

Although played with four balls, this game differs from 
the old style American four-ball game, because it is for 
three players, each of whom has his own white ball, and 



42 HOYLE^S GAMES 

there is only one red ball on the table, which is spotted. 
At the beginning, one white ball is on the balk-line spot, 
the other is in the middle of the rail, tight against the 
cushion, at the bottom of the table. The first striker 
can play from any position behind the balk-line. 

* 

AMERICAN BILLIARD LAWS 

Reprinted, by permission of The Brunswicke-Balke-Col- 
lender Co., from the official code, revised to September, 
1907. 

FOUL STROKES DEFINED 

Certain general rules defining foul strokes govern all 
games of billiards. It is a foul, and no count can be 
made : 

1. If a stroke is made except with the point of the cue. 

2. If the cue is not withdrawn from the cue ball be- 
fore the latter comes in contact with an object ball. (This 
relates to what is known as the *^ push shot.'') 

Playing from Inside the String 

3. If, when in hand, the striker plays at a ball that is 
inside or on the string line or if, when in hand, he plays 
from any position not within the six-inch radius. No 
claim of foul, in either of these cases, can be made after 
the stroke. If the non-striker fails to warn the striker 
beforehand, the referee shall assume that the stroke was 
fair; and if the striker, having been warned, refuses to 
alter his play, unless he has meanwhile obtained from the 
referee a decision as to whether the ball was in or out, the 
referee shall assume that a foul was contemplated and 
perpetrated. A ball is outside the string when the point 
of contact with the table is outside the string line. 



HOYLE'S GAMES 43 

One Foot on the Floor 

4. If, in the act of striking, the striker has not at least 
one foot touching the floor. 

5. If the striker touches a ball while in motion; except 
in case of a ball which has come to a rest but which, 
without the fault of the striker, moves before he can check 
his stroke. In this case, the ball so moving, and all other 
balls affected by the stroke, shall be replaced, and the 
player shall repeat his shot. 

Playing with the Wrong Ball 

6. If the striker plays with the wrong ball ; except that 
should the foul be not claimed until he has made a second 
stroke, both strokes are valid, and he may continue with 
the wrong ball, or have the positions of the two whites re- 
versed, as he may choose. The incoming striker in case 
the balls have not been reversed, shall have the same 
his opponent's ball; should he play with his own ball,with- 
his opponent's ball should he play with his own ball, with- 
out changing its position, it is foul. A player who has 
just used the wrong ball without detection is debarred 
from claiming foul if his opponent should in his turn play 
with the other white ball. Should both white balls be 
forced off the table, and the wrong ball is used in the 
next stroke, it is fair. A clean miss while using the wrong 
ball involves the same penalty as when the right ball is 
used. 

Touching Either a Cue Ball or an Object Ball 

7. If the player touch the cue ball more than once, or 
hinder or accelerate it in any other way than by a legiti- 



44 HOYL5:'S GAMES 

mate stroke of the cue; if he touch, hinder or accelerate 
an object ball except by the one stroke of the cue ball to 
which he is entitled. In case of a counting stroke, the 
foul, as above described, nullifies the count; and the in- 
coming striker has the option to play on the balls as he 
finds them, or to have them replaced in position by the 
referee. The cue ball touched before all the balls are 
at rest, after a carom, nullifies that stroke; touched 
prematurely, or except with the point of the cue, after all 
the balls are at rest, affects the next stroke, and no count 
can be made. 

Playing for Safety Debarred 

8. Touching any ball in any way is a stroke, and a 
second touch is foul. In such case there shall be no play- 
ing for safety. Should a player touch a ball before he is 
ready to strike, and afterward touch his own or any other 
ball, his opponent has the option of playing on the balls 
as he finds them, or of having them replaced. 

Balls Illegally Disturbed 

9. If any ball be disturbed, hastened or hindered by 
anyone but himself or his representative, whether the balls 
are at rest while he is aiming or striking, in motion after 
he has struck, or at rest after he has struck, and pending 
his again taking aim, the striker shall have the option to 
play on the balls as he finds them, or to have them re- 
placed. Should the disturbed ball be one on which he 
would seemingly have effected a count but for the inter- 
ference, he shall have the option of repeating the stroke 
on balls replaced, or of being credited with a carom and 
allowed to play either as he finds the balls or in the posi- 



HOYLE'S GAMES 45 

tion they would have occupied, according to the judgment 
of the referee, had they not been disturbed. 

As TO '' Frozen " Balls 

10. It IS foul if the striker plays directly upon any ball 
with which his own is in fixed contact. In case of such 
contact the striker shall have the option of playing direct- 
ly upon the ball with which his own is not in contact ; or 
he may, by a masse stroke, play away from the^balls, and 
on the return of the cue ball effect a valid count, pro- 
vided that in so doing the cue ball first hits the ball with 
which it was not previously in contact ; or he may play to 
a cushion, and on the return of the cue ball may first hit 
either of the object balls; or he may have the balls spotted 
and play from the string, as in the opening stroke of the 
game. 

In the various cushion carom games the option is to 
play to a cushion or spot the balls. 

Things Forbidden 

11. It is foul to place marks of any kind upon cloth 
or cushions as a guide to play; to practise the string shot 
for lead, as the balls, up to the moment of banking, shall 
not be hit by either player, and after banking shall not 
again be hit until the opening stroke is made. It is foul 
if the striker, in making a shot, is assisted in any way by 
any other person, except that the marker or referee may, 
at his request, hand him the bridge or the long cue, or 
move or hold aside the gas fixture. 

12. It is a foul, and the striker cannot count on the 
ensuing shot, if a ball in play is lifted from the table, ex- 
cept in those cases in which it is provided that, because 



46 HOYLE'S GAMES 

of foul or irregular strokes, the balls shall be transposed 
or replaced. In case a fly, or bit of chalk, or any other 
substance is attached to a ball, it may be removed, on 
request, by the referee or marker; but if it is at the base 
of the ball, or on the cloth where it cannot be seen, the 
referee must assume that it is not there, and the striker 
must play on and uncover the obstruction so that it may 
be gotten at w^ithout lifting the ball. 

Limit to Deliberate Safety Play 

13. Persistent playing for safety is not permitted. It 
is optional with the non-striker, should his opponent make 
a miss in each one of three successive innings, to accept 
the third miss, or to reject it and require his opponent to 
hit at least one object ball; and for this purpose the cue 
ball shall be replaced by the referee. Should two balls be 
hit by this stroke there shall be no count. 

14. Should a foul not be claimed until after the striker 
has made a second stroke, both strokes are valid ; neither 
can a claim of '^ no count " be enforced after a second 
stroke has been made. 

THREE-BALL CAROM GAME 

Rule i. The Three-Ball Carom Game is played with 
two white balls and one red ball. 

Stringing for Lead 

2. The lead and choice of balls are determined by 
stringing or banking; and the player whose ball stops 
nearest the cushion at the head of the table has the choice 
of the two white balls, and has the option of leading or 
requiring his opponent to lead. 



HOYLE'S GAMES 47 

Should the two white balls come in contact when string- 
ing for lead, the player whose ball is clearly out of its 
true course, or whose ball strikes the red ball when on 
its proper spot, forfeits the lead. When the contact of 
the balls is equally the fault of both players, or when the 
balls come to rest at an equal distance from the head cush- 
ion, the players shall string again. 

In the opening shot, or whenever the balls are spotted 
after a " freeze,'^ the striker is in hand. 

The Opening Shot 

3. The red ball is placed on the spot at the foot of the 
table, and the white ball of the player not in hand, as 
already determined by the bank, is placed on the spot at 
the head of the table. 

The player leading must place his ball inside the string 
and within six inches to the right or left of the other white 
ball; and must strike the red ball first in order to effect 
a count. On any other than the opening shot, and ex- 
cepting when the balls are for any reason spotted, the 
striker may play upon either ball. 

4. A carom counts one, and consists in hitting both 
object balls with the cue ball. Failure to hit either of the 
object balls constitutes a miss, and counts one for the 
opposing player. In a ** discount " game a point so for- 
feited shall not be deducted from the score of the player 
giving odds. 

Balls Jumped Off the Table 

5. When a player's ball jumps from the table after 
counting, the stroke counts, the ball is placed on its proper 
spot, and the striker plays from the spot upon either object 



48 HOYLE'S GAMES 

ball. The cue ball, when forced off the table by either 
a counting, or non-counting, stroke, is to be placed on 
the string spot if vacant; if the string spot is occupied 
the ball is placed on the red spot, and if both the other 
spots are occupied the ball is placed on the centre spot. 

The non-striker's ball, when forced off, belongs on the 
string spot, or if this is occupied, on the red ball spot, or, 
if both these spots are occupied, on the centre spot. When 
forced off the table, the red ball, if its own spot be occu- 
pied, goes first to the white spot, or, if that spot be occu- 
pied, to the centre spot. 

Should both white balls be forced off by a non-counting 
stroke, the ball of the incoming striker shall go on the 
white spot, and the other white ball on the red spot, or, 
if that is occupied, on the centre spot; and the incoming 
striker may play upon any ball. In such case, should a 
player pick up and play with the wrong ball, the stroke 
is valid and he counts whatever is made; but at the con- 
clusion of the run the white balls should be reversed in 
position. 

Strokes on Which No Count Can Be Made 

6. If in the act of playing the player disturbs any ball 
other than his own, he cannot make a counting stroke, 
and cannot play for safety. Should he disturb a ball after 
having played a counting stroke, the count is void, his 
hand is out and the ball so disturbed is replaced. Should 
he touch his own ball previous to playing it is foul, his 
opponent scores one as for a miss, and the player can- 
not play for safety. 

7. If the balls are disturbed by any agency other than 
the player himself, they must be replaced and the player 
allowed to proceed. 



HOYLE'S GAMES 49 

8. If, after having touched his ball, the striker com- 
mits a foul by giving a second touch, the balls remain 
where they stop, or are replaced in their previous posi- 
tions as nearly as possible, at the option of his opponent. 

9. When the cue ball is in contact with another 
('^ frozen '^ is the common term) the player may exercise 
either of the options specified in Rule 10, Foul Strokes 
Defined. 

10. When the cue ball is very near another, the player 
shall warn his opponent that they do not touch, and give 
him time to satisfy himself on that point. 

The " Crotch " Barred 

11. The object balls shall be considered crotched when- 
ever the centres of both lie within a 4% inch square at 
either corner of the table, and when so crotched, but three 
counts are allowed unless one or both object balls be 
forced out of the crotch. In case of failure the player's 
hand is out and his opponent plays with the balls as he 
finds them. 

Duties of the Referee 

12. The referee has no voice except when appealed to 
by the players, who are the only persons authorized to 
appeal to him. 

13. It is the duty of the referee to see that the points 
made by each contestant are properly scored. In order 
that this duty may be performed play must be suspended 
until points due have been marked up. 

14. It is essential that the referee be at all times in a 
position to see and decide all disputed points, and for 
this purpose he should be close to the balls when every 
shot is played. 



50 HOYLE'S GAMES 

Special Balk-Line Rules 

1. The object balls are in balk whenever both have 
stopped within any one of the balk spaces. In such case 
the marker shall call ^' in," and when one or both object 
balls shall be driven out of a balk space, the marker shall 
call " out/' 

2. A ball on the line is a ball in balk. A ball is on 
the line only when its centre or point of contact with 
the table touches this line. 

3. When two object balls are on the same line, the 
striker shall have the option to determine in which balk 
they are to be called, and must then govern his play ac- 
cordingly. 

Playing In and Out of Balk 

4. But two shots are allowed when two objects balls are 
within the same balk space; and unless on the second shot 
at least one of the object balls is driven out of balk, this 
shot is void, the player's hand is out, and the incoming 
striker plays upon the balls as he finds them. If, on the 
second shot, the ball driven out returns to the same balk 
space, the rule applies as though it were in balk for the 
first time, and the player may continue in this way, send- 
ing a ball out and back, without further restriction under 
this rule. 

Option as to " Frozen " Balls 

5. When the cue ball is In contact with an object ball 
(" frozen '') the striker may exercise either of the options 
specified in Rule 10, Foul Strokes Defined. 



HOYLE'S GAMES 51 

Balls '* In Anchor " 

6* The object balls shall be considered as " In anchor " 
when the centres of both balls lie within a space SV2 
inches in width and 7 inches in length, defined on one side 
by the cushion and on the other three sides by lines marked 
with chalk, and of which space the balk-line, wherever it 
intersects a cushion, shall be the centre from left to right. 
When the balls are so *^ anchored '' the striker may have 
two consecutive shots, but should he fail, on the second 
shot, to force one or more of the object balls outside the 
*' anchor '^ space, the second shot is void, and the incom- 
ing striker plays on the balls as he finds them. A ball 
driven out of and returning inside an '' anchor '' space is 
considered the same as *' in '^ for the first time. 



CUSHION CAROM GAME 

In the Cushion Carom Game the general rules of the 
three-ball game apply as to balls, spots, stringing for lead, 
playing from radius, ball forced off the table, foul strokes, 
penalty for miss, playing for safety, etc. The specific rules 
governing Cushion Caroms are as follows: 

1. A counting stroke is complete when the cue ball has 
touched one or more cushions before effecting a carom, 
or when the cue ball, after striking one object ball, touches 
one or more cushions before striking the second object 
ball. 

2. In case of doubt whether the cue ball has touched 
a cushion before striking an object ball, the decision of the 
referee must be against the striker. 

3. Each cushion carom counts one for the striker. A 
miss of both object balls counts one for the non-striker. 



52 HOYLE'S GAMES 

When Balls are " Frozen " 

4. When the cue ball is in contact with (" frozen '' to) 
an object ball, the striker may play to a cushion from the 
ball with which the cue ball is not in contact, or he may 
play direct to a cushion; or he may have the balls spotted 
as at the opening of the game. 

5. When the cue ball rests against a cushion, the striker 
cannot play directly at that cushion, but must touch at 
least one other cushion before completing a valid carom. 



THREE-CUSHION CAROM GAME 

The game of Three-cushion Caroms is governed by 
the general laws of billiards as already set forth, and the 
only particulars in which it differs from the game of 
Cushion Caroms are indicated in the following rules: 

1. In order to constitute a valid carrom, the cue ball 
must first have touched a cushion or cushions at least three 
distinct times before completing a count. 

2. Each carom counts one, and each miss counts one 
for the non-striker. 

3. In the case of " frozen " balls, the option is to play 
away from the balls or to spot them as at the opening of 
the game. 

4. When the cue ball rests against a cushion, the striker 
cannot play directly at that cushion, but must touch at 
least three other cushions, either before or after contact 
with an object ball, in order to effect a valid three-cushion 
carom. 



HOYLE'S GAMES 53 

BANK SHOT GAME 

The rules distinctively pertaining to the Bank Shot 
Game are as follows, play being in other respects gov- 
erned by the Three-ball Carom rules: 

1. In the lay-off shot, as in every other stroke, the cue 
ball must touch at least one cushion before striking an 
object ball, 

2. When the cue ball rests against a cushion, the striker 
cannot play directly at that cushion, but must touch at 
least one other cushion before completing a valid carom. 

3. When the cue ball is ** frozen '' the striker has no 
option, but must play with the balls as he finds them. 

4. In cases where it is doubtful whether the cue ball 
touched a cushion before coming in contact with an object 
ball, the decision of the referee must be against the striker. 



ENGLISH BILLIARDS 

English billiards is played upon a table twelve feet 
by six, with six pockets in it. Strange to say, there is 
no smaller size used in public rooms, as is the custom in 
America. The balls are only 2-^^ in diameter, and the 
cues average a lighter weight than the American. 

The red ball is spotted 12% inches from the bottom of 
the table, and the player whose balls is in hands must 
spot it within the '* D '' at the head of the table, to play 
his opening shot, or to continue a break after making a 
losing hazard. The D is 11I/2 inches radius. If the non- 
striker's ball is also in hands, it is not placed upon the 
table until his turn comes to play. This is the arrange- 



54 



HOYLE'S GAMES 



ment of the table with the striker's ball in place for the 
first shot — 




English Billiard Table. 



The players string for the choice, to play first or not. 
As a rule, the winner lets his adversary play first, so as to 
get all the balls on the table for his own shot. The first 
player usually lays his ball safe, against the cushion, half- 
way between the side pocket and the balk line; but it 
must be driven out of balk, even if it returns within the 
balk line again. 

There are two ways to score, called cannons and 
hazards. To cannon is to make a carom by hitting both 
the object balls with the cue ball. A hazard is going 
into one of the pockets. All pockets are alike, but if it 
is the object ball that goes in it is a winning hazard ; if it 
is the cue ball, it is a losing hazard. 

When the red ball is driven into a pocket, it is re- 
placed on its own spot, or, if that is occupied, upon the 
pyramid spot. If that is also occupied, it must be placed 
on the centre spot. If the cue ball falls into a pocket, 
it must be played from the D, for the next shot. If the 
non-striker's ball goes into a pocket, it is in hands, and 



HOYLE'S GAMES 55 

stays off the table untfl It comes to his turn to play, when 
It is played from the D. 

If a ball IS forced off the table, the stroke is foul. The 
other player then has the choice to play as the balls He, or 
to spot the red and play, or ask his adversary to play, 
just as at the beginning of the game. 

All cannons and white hazards count two points each; 
red hazards, winning or losing, three points each. A red 
losing hazard is one In which the cue ball first strikes 
the red ball and afterward goes Into a pocket, whether it 
makes a cannon in between or not. If the cue ball strikes 
the white ball, then the red, and then goes into a pocket, 
the hazard Is a white hazard, and the shot counts four 
only. It Is possible to mak'* ten on one shot by plavine 
on the red, making a caroLi and drivin;^ all three b ; 
Into pockets. 

Push shots are barred. It > a pu^n it the-cue ' 
In contact with the cue ball wl n it strikes the objec 
If a player makes two winning nu^ax^^ xxx successi^.. _ 
the red while It Is on the spot, the red goes to the centre 
spot for the next stroke. 

If the balls are *^ frozen '' ; that is, if the cue ball is 
touching an object ball, the red ball must be spotted, 
the non-striker's ball must be placed on the centre spot, 
and the player must play from the D. If the non-striker's 
ball Is In hands when the cue ball is frozen to the red, 
only the red ball Is spotted, the player playing from 
the D. 

If a player runs his ball into a pocket or forces It off 
the table without touching any other ball. It Is a ^* coup " 
and costs him three points, which his adversary adds to 
his score. If any but the cue ball Is forced off the table 
by a stroke, the non-striker scores two points. If the 
striker makes a miss, It counts one point to the non-striker. 



56 HOYLE'S GAMES 

ENGLISH BILLIARD LAWS 

The following are the laws with regard to foul strokes 
and penalties. The remedy in each case is, that the non- 
striker may have the balls replaced and direct that the 
stroke be played again, or may follow on from the posi- 
tion in which the balls are left, or may break the balls 
himself, or direct his opponent to do so. 

If the striker push his ball, or strike it more than once, 
he cannot score. If one or both the object balls have been 
disturbed by a push, the non-striker chooses his remedy, as 
above. 

If a player plays out of turn, he cannot score, and his 
opponent may have any ball that has been disturbed re- 
placed, and choose his remedy, as above. 

The striker cannot score on a stroke made with both 
feet off the floor. The non-striker may have the balls 
replaced, and choose his remedy, as above. 

If the striker plays while any ball is still in motion, or 
while the red is off the table, or on the wrong spot, he 
cannot score, and his adversary has his choice of remedy, 
as above. 

If a player plays with the wrong ball, he cannot score 
from the last stroke made. If he has played with the red 
ball as a cue ball, the game is forfeited. If with his 
opponent's ball, the opponent has the choice of remedy, as 
above. If, after having played with the wrong ball, the 
striker discovers his error and plays with the right ball 
before the foul is claimed, his opponent has no remedy. 

If the striker, after striking a ball with the cue ball, 
forces any ball off the table, he cannot score, and his oppo- 
nent can either follow on, or break, or direct his opponent 
to break the balls. 



HOYLE'S GAMES 57 

If a player in hand and playing from the D, shall cause 
his ball to strike a ball in balk, without having previously 
struck a ball or cushion out of balk, he cannot score, and 
his opponent shall have the choice of remedies, as above. 



BLIND HOOKEY 

Dutch Bank, or Little Packets 

This is a banking game played with a full pack of 
fifty-two cards, which rank from the ace and king down 
ta the deuce. It is used extensively by card sharpers for 
fleecing the unwary. 

The privilege of being the banker is sold to the highest 
bidder, or drawn for. Any number can play against the 
bank, and there are several methods of arranging the pre- 
liminaries. 

The cards, being thoroughly shufHed, are cut into three 
packets, which remain on the table, face down. The play- 
ers put their money on any two of these packets they 
please, but they cannot bet on all three, as the third packet 
belongs to the banker. 

Another method is to allow each of the players to cut 
off a portion of the pack in turn, not less than four cards 
being lifted at any one time. The cards left belong to the 
dealer. 

Sometimes, instead of allowing the dealer to take the 
bottom of the pack, it is laid aside and one of the players 
selects one of the packets already cut, and pushes it toward 
the dealer for his packet. 

Still another method is to cut the packet into one more 
than the number of packets than there are players, and 



58 HOYLE'S GAMES 

to let the players bet on all the packets but one, the last 
packet left without a bet upon it being pushed to the 
dealer as his. This is the same thing, apparently, as select- 
ing a pack for the dealer in the first place ; but it is not 
so much the selection of one player as the first method. 

Bets may be made by the players on the packets they 
have cut for themselves, or any other packet, but not on 
the dealer's. After all the bets are down all the packets 
are turned face up, so as to show the bottom card on each. 
This card decides the result. If the banker's card is 
higher than that on any packet, or if it is a tie, the banker 
wins all the money bet on that card. If the banker's card 
is lower, he pays all the bets made on that packet. His 
advantage is in winning all ties. 



BOSTON 

Four players, each for himself. Two packs of fifty- 
two cards each, used alternately ; one for dealing, the other 
to determine the trump suit. While each deal is practi- 
cally a game in itself, it is usual to call twelve deals a 
game, in case there are other candidates for play waiting 
to enter the table. 

The players must be supplied with red and white count- 
ers, one red being equal to ten whites. At the beginning, 
a pool is formed by each player putting up a red counter. 

The cards rank: AKQJio 9876543 2. In cut- 
ting, the ace is low. The lowest cut deals and gives to 
each player, beginning on the left, thirteen cards, 4-4-5 
at a time. While the cards of one pack are dealing, the 
player opposite the dealer cuts the still pack and turns 
up the top card of the cut for a trump. Neither pack 



HOYLE^S GAMES 59 

must be shuffled after the first deal, but simply cut, so as 
to get good hands to bid on. 

The trump suit is first preference, and the suit of the 
same color is second preference. The others are " plain 
suits '* for that deal. 

Each player, beginning on the dealer's left, examines 
his cards and either makes a bid or passes. If anyone 
thinks he can make five tricks against the three other play- 
ers, naming his own trump suit, without any regard to 
the turn-up, he bids " boston." Another may overbid him 
by saying, '^ in color/' meaning that he will make five 
tricks with a trump of the same color as the turn-up. 
Another may outbid this by saying, " preference," mean- 
ing that he will keep the turn-up suit for the trump and 
make five tricks. The others must then pass, or bid to 
take a greater number of tricks, bids of equal number of 
tricks outranking one another by preferences in the color 
and in the trump suit as before. Eight tricks in color will 
outbid simple eight tricks. 

In addition to the bids to take tricks, there are bids to 
take no tricks at all, provided there is no trump at all. 
These are called miseries, and they may be played with 
the cards of the bidder held up, or they may be played 
as ** spreads," in which case his cards are laid face up on 
the table, but cannot be called by the adversaries. The 
bidder can play them how he pleases, so that he follows 
suit when able to do so. The moment the bidder of a 
misery takes a trick, his game is lost. 

In a little misery, each player discards one card, face 
down, before play begins. In grand misery, the whole 
thirteen cards are played without discarding. In a little 
spread, after one card has been discarded by each of the 
players, the bidder's cards are laid face up on the table. 
The other players hold their cards up, and are not 



6o HOYLE'S GAMES 

lowed to consult. In a grand spread, the bidder's thir- 
teen cards are all exposed. 

There are thirteen varieties of bids, which outrank one 
another as follows — 



I. 


Boston, five tricks. 


7. 


Grand misery. 


2. 


Six tricks. 




8. 


Ten tricks. 


3. 


Seven tricks. 




9. 


Eleven tricks. 


4. 


Little misery. 




10. 


Little spread. 


5. 


Eight tricks. 




II. 


Twelve tricks. 


6. 


Nine tricks. 




12. 


Grand spread, 



13. Slam, thirteen tricks. 

If no one bids, there are two ways to play. To pass 
the deal, each player putting a red chip in the pool; or 
to play what is called a general misery. In this there 
are no trumps, and the object of each player is to avoid 
taking tricks. The one who is found to have taken in 
the greatest number of tricks at the end of the hand, 
pays all the others for the difference between his tricks 
and theirs in red counters. This player's total loss will 
always be found to equal three times the number of 
tricks he has taken, minus the number he has not taken. 
If he has taken 6, his loss will be 1 1, found by the calcula- 
tion, 6X3 = 18, — 7=11. If two players tie for high 
score, they calculate in the same way, but pay half only. 
If three tie, they each pay the fourth man a red chip. 

A player who passes without making a bid, cannot 
come into the bidding again except to offer a misery, and 
then only if it outranks any previous bid. 

No matter who is the successful bidder, or " caller," 
the eldest hand always leads for the first trick. Each 
player in turn must follow suit if he can, and the winner 
of the trick leads for the next trick. In America, the 



HOYLE'S GAMES 



6i 



hands are abandoned as soon as the caller makes good his 
bid, because there are no payments for " over-tricks." 

When a caller makes what he bids, or more, he is paid 
in white counters by each of the others at the table. As 
originally played, the table of payments In boston was 
very complicated and impossible to remember; because it 
provided for payments for '' over-tricks," the idea of 
which was that any player bidding seven tricks and win- 
ning eight should be paid for the extra trick. 

The American system does away with this, so as to 
make the players bid the full value of their hands, and 
also to simplify the matter of remembering the payments. 
The caller, if successful, is paid according to the follow- 
ing table — 

Tricks bid; 5 6 7 8 9 10 ii 12 13 

White chips; 10 15 20 25 35 45 65 105 170 

When a caller fails to take as many tricks as he bids, 
he must pay in proportion to the magnitude of his failure. 
If he bids *' boston " and takes four tricks only, he is said 
to be ^' put in for" one trick. When a player is " put 
in " he pays to each of the others at the table according 
to the following table, which is the old table of payments 
reduced to the decimal system, so as to agree with Amer- 
ican currency, for convenience in settling — 



Tricks 
bid. 



Five .... 
Six 

Seven . . . 
Eight. . . 
Nine . . , 
Ten .... 
Eleven . . 
Twelve. . 
Thirteen . 



Number of tricks bidder is "put in for.' 



I 

10 

20 
25 
35 
45 
70 
120 
180 



20 

25 
30 

35 
45 

55 

80 

130 

200 



30 

35 
40 

45 

55 
70 

95 

H5 
220 



40 

45 

50 

55 

65 

80 

no 

160 

240 



50 
55 
60 

70 
80 

95 
125 
180 
260 



65 

70 

85 

95 

no 

140 
200 
280 



80 
100 
no 
125 

155 
220 
300 



"5 

125 
140 

170 
240 
320 



140 

155 
185 
.60 
340 



10 II 12 13 



170 
200 
280 
360 



220 
300 
390 



320 
420 



450 



62 * HOYLE'S GAMES 

The winnings or losses on miseries and spreads are as 
follows — 

Little misery 20 white counters. 

Grand misery 40 white counters. 

Little spread 80 white counters. 

Grand spread 160 white counters. 

If one of these calls is lost, the caller must pay the 
amount stated to each of his adversaries. 

Any player making a bid of seven tricks or better takes 
the pool if he succeeds. If he fails, he must not only pay 
for the tricks he is put in for, but must double the amount 
that was in the pool when he made his call. Bids of less 
than seven tricks do not win the pool unless the adver- 
saries insist on playing the hand out. To save the pool 
from being won on a small bid, the adversaries can offer 
to pay before playing to the second trick; but this offer 
to pay must be agreed to by all three. The usual formula 
is for the winner of the first trick, if an adversary of the 
caller, or the one who will be the first to play to the sec- 
ond trick, if the caller wins the first, to say, ^' I will 
pay." The others either say, *^ Agreed," or simply throw 
up their cards. If one of them says, *^ I will play it " 
the others must abide by his decision. An offer to pay 
a bid of seven tricks must be accepted by the caller. 

When a pool is won, a new one is formed by equal con- 
tributions of one red counter from each player. The pool 
is augmented by each successive dealer putting in a red 
chip, and by penalties, such as one red for a misdeal, four 
for a revoke, or for not having the right number of cards. 

Should the pool grow to exceed twenty-five red count- 
ers, it is usual to set aside the excess as the foundation for 
another pool, so that no player should win a pool of more 
than twenty-five red chips on any one hand. If there is 



HOYLE'S GAMES 63 

anything in the pool when the game ends, it must be 
divided among the players. 

If the caller revokes, he is *^ put in for '' one trick, and 
pays as if he had failed by one trick to make good. If 
any adversary of the caller revokes, each must pay the 
bidder w^hat he called and the hand is thrown up. The 
individual player who makes the revoke then pays four 
led counters into the pool as penalty. 

Penalties 

A misdeal does not lose the deal. The misdealer deals 
again, and with the same pack, after the players have 
sorted their hands into suits. 

There is no penalty for bidding out of turn, as the 
player whose turn it was can still bid his hand. 

If an adversary calls attention to the number of tricks 
the caller has already taken in, or makes any remark cal- 
culated to draw his partners* attention to the necessity of 
winning a trick, the caller can demand that the highest 
or lowest of the suit shall be played to that uncompleted 
portion of the trick, or that the adversaries shall trump 
or shall not trump it. 

If an opponent of the caller renounces, but discovers 
his mistake before the trick is turned and quitted, he may 
take back the card played in error. The caller may ask 
him to play the highest or lowest he has of the suit in 
which he has renounced, or he may call the card played 
in error an exposed card, and to be left on the table, liable 
to be called. 

If the caller revokes, and discovers his mistake in time, 
he is not liable to any penalty unless one of his opponents 
has led for the next trick. Under such circumstances, 
the card played in error must be left on the table, and is 



64 HOYLE'S GAMES 

liable to be called. If the player revokes and does not 
discover it in time to remedy it, he is put in for one trick, 
and doubles the pool, besides adding four red chips as 
' penalty. 

Sometimes there is no four red chips penalty exacted, 
and sometimes the payment of these four red chips takes 
the place of doubling the pool, which is considered the 
fairest way, as the doubling of the pool is a very irregular 
amount. 

When an adversary of the caller revokes, the hand is 
abandoned and the call must be paid, with three over- 
tricks as penalty; but the call and penalty together must 
not exceed thirteen tricks. The individual player in error 
then puts four red counters into the pool as penalty. 

In a general misery, if a player revokes, he pays each 
of the others five red counters, puts four into the pool, 
and the hdnd is abandoned. 

If an adversary leads out of turn, the caller can demand 
any suit to be led by the player whose turn it was to lead. 

If the call is little misery, and one opponent leads before 
all the others have discarded, the caller can abandon the 
hand and claim his game as won. A lead out of turn or 
an exposed card by an adversary of a misery call, loses 
the game at once. In all such cases, the player in error 
forfeits four red counters to the next pool. In a general 
misery, there is no penalty for exposed cards or for leads 
out of turn, as there are no partners. 

Boston de Fontainebleau 

This game differs from boston chiefly in the rank of 
the bids and the value of the payments, and in having no 
*^ preference '' suit. There is also an additional call, 
** piccolissimo," to win one trick, neither more nor less, 



HOYLE'S GAMES 



65 



after having discarded one card, there being no trumps. 
The calls rank as follows — 



I. 


Boston, five tricks. 


8. 


Nine tricks. 


2. 


Six tricks. 


9. 


Little spread. 


3. 


Little misery. 


10. 


Ten tricks. 


4. 


Seven tricks. 


II. 


Grand spread. 


5. 


Piccolissimo. 


12. 


Eleven tricks. 


6. 


Eight tricks. 


13. 


Tw^elve tricks. 


7. 


Grand misery. 


14. 


Thirteen tricks 



15. Spread slam. 

The following table shows the amounts that are won 
or lost on each call. Unlike boston, the payments are 
the same whether the player wins or loses, and all over- 
tricks or under-tricks are paid for at the same rate, five 
white counters each — 



Boston, five tricks. . 
Six tricks 

Little Misere . . 
Seven tricks 

Piccolissimo. . . 
Eight tricks 

Grand misere. . 
Nine tricks 

Little spread. . 
Ten tricks 

Grand spread. . 

Eleven tricks 

Twelve tricks 

Slam, thirteen tricks. 
Spread slam 



No 

trump. 



75 



ICO 



150 



200 



250 



The trump being 



10 

30 

50 

70 

90 

I 10 

130 
150 
400 
600 



9 

20 
40 

60 

80 

100 

120 

140 
160 
450 

700 



30 

SO 
70 

90 

1 10 

130 

150 
170 
500 
800 



Extra 
tricks. 



66 HOYLE'S GAMES 

In America, the last two items are usually reduced- 





No 
trump. 


The trump being 






^ A 


^ 







Slam, thirteen tricks. . . . 




250 


300 
400 


350 
450 




Spread slam 













A player having once passed cannot come into the bid- 
ding again, and a player having made a bid cannot increase 
it unless he is overcalled in the meantime. The suits 
must be named in bidding, their rank being diamonds first, 
then hearts, clubs and spades. 

The successful bidder, before playing, may call for a 
partner, but no one is obliged to accept him. If anyone 
does accept, he undertakes that the partnership shall make 
three m.ore tricks than the original call. If A has bid 
six in hearts, and asks for a partner, if he is accepted, 
they must make nine in hearts, or they lose the call. 

A general misery gives the pool to the player who takes 
the least number of tricks. Ties divide it. No other pay- 
ments. 

The pool is made up by contributions from the deal- 
ers, each of whom in turn puts up five red counters. Pay- 
ments made for penalties add to this pool and there is no 
limit to its size. 

Any call that is successful takes the pool with it; but 
if the call is unsuccessful, the caller pays into the pool 
the same amount that he pays to each of his adversaries. 
If the call is a partnership and succeeds, the partners 
divide the pool equally, regardless of the number of tricks 
each may have won. If it fails each pays one adversary 
and then each pays half that amount into the pool. If 



HOYLE'S GAMES 67 

the adversaries agree to pay before playing to the second 
trick, they cannot save the pool, but only possible over- 
tricks. 

In the old game it w^as the custom to count honors, 
but that is rarely done in America now. If the call 
was a trump suit, and the caller had four honors, A R 
Q J, of trumps, he scored them as four ovei:-t ricks. If 
he had three out of the four, he scored them as two over- 
tricks. If the call was a partnership, and the partners 
had the honors between them, they scored them as over- 
tricks; but the honors never counted for the adversaries 
of the call, no matter how many they had. No one could 
bid on honors, as all bids must take the number of actual 
tricks named. 

French Boston 

This is the variety of boston which is commonly played 
in France. The cards are thrown round face upward, and 
the player to whom the jack of diamonds falls deals the 
first hand. As in all French games, the cards are dealt 
from right to left. The game is forty deals, and the 
dealer puts into the pool ten counters for each deal ex- 
cept the last eight. For these he must put in twenty. 

The suit which is turned up for the first deal is called 
" belle '^ for the whole forty deals of the game. The 
suit which is turned on each subsequent deal is called 
" petite,'' for that deal only, however. These are not the 
same as first and second preference in the American game ; 
because the suits have a permanent rank ; hearts, diamonds, 
clubs and spades. 

The jack of diamonds is always the best trump, unless 
diamonds are turned up, in which case the jack of hearts 
becomes the best trump, and the jack of diamonds takes 
its natural place between the queen and ten. 



68 HOYLE'S GAMES 

If the successful bidder asks for a partner, he must do 
so in belle or in petite, and the two must make eight 
tricks. If he is not accepted, he must make five alone. 
If he does not ask for a partner, he must make six, eight, 
or nine tricks, as there is no solo bid of seven. 



This is the table of payments- 



The Bid. 


« 


« 





^ 


( Five tricks alone, ) 
1 or partners' 8. ) 
Three honors 


4 

3 
4 

I 


8 

6 
8 

2 


12 

9 
12 

3 


16 
12 


Four honors 


16 


Each extra trick 


4 


f Six tricks, or petite } 
\ independence. j ' ' ' 
Three honors 


6 

4 
6 

2 


12 

8 
12 

4 


18 

12 

18 

6 


24 
16 


Four honors 


24 
8 


Each extra trick 


j Eight tricks, or grand ) 
1 independence. j 
Three honors 


8 

6 
8 

4 


16 

12 
16 

8 


24 

18 
24 
12 


32 

24 
32 
16 


Four honors 


Each extra trick 


Petite misere 


i6 

32 

32 
64 

50 
100 

200 


32 
64 
64 
128 
100 
200 
400 


48 
96 
96 
192 
150 
300 
600 


64 
128 


Grand misere 


Misere de quatre as 

Misere sur table 

Slam a deux (partners) . . . 

Slam seul (alone) 

Slam sur table 


128 

256 

800 



The rank of the various bids, beginning with the low- 
est, IS as follows — 



HOYLE'S GAMES 69 

Five tricks; or eight with a partner, in petite. 

Five tricks; or eight w^ith a partner, in belle. 

Six tricks solo, in any suit. 

Little misere. 

Eight tricks solo in any suit. 

Grand misere. 

Misere w^ith four aces. 

Nine tricks in any suit. 

Nine tricks in petite. 

Nine tricks in belle. 

Little spread. 

Grand spread. 

In addition to these payments, the holder of the jack of 
diamonds, except in miseries, is paid two counters by each 
of the others. During the last eight deals he is paid 
double. 

When misery with four aces is played, the bidder may 
renounce at pleasure for the first ten tricks. 

Russian Boston 

In this variation, all the declarations and payments are 
the same as in Fontainebleau. After the trump suit is 
named, if any player has not a trump in his hand, he an- 
nounces chicane before playing, and is paid ten counters 
by each of the others. 

If a player bids six, seven, or even eight tricks, he 
must say that he is playing solo, or another player may 
offer to join him in order to make four tricks more than 
the bid. 

Honors are paid for as over-tricks, as described in con- 
nection with Fontainebleau. 



70 HOYLE'S GAMES 

BOUILLOTTE 
Or Brelan 

This is an old French game that bears some resem- 
blance to poker. It is played by four persons only, with 
a twenty-card pack, the rank of the cards being: A K Q 
9 8. Sometimes the jacks are added to accommodate five 
players. 

Three cards are given to each player, and the thirteenth 
is turned up on the pack, like a trump. The players look 
at their cards and bet on them. There are only two 
classes of hands; three or four of a kind, and the ^' point." 

Four of a kind must be made with the aid of the turn- 
up. If another player has triplets, of better denomina- 
tion than the fours, he can demand that the card under 
the trump be turned up, and if that makes him four of 
a kind, he wins. In addition to the money bet in the pot, 
each player must pay the holder of fours four counters. 

Three of a kind, made without the turn-up, wins an 
extra counter from each player. If it is made with the 
aid of the turn-up, it gets a counter from each, whether 
it wins the pool or not. If it wins the pool, it gets two 
counters. 

When no one has triplets or fours, all the hands are 
shown, whether they were bet upon or not, and each 
suit is counted up to see which has the most pips; aces 
being reckoned as eleven each, kings and queens as ten; 
nines and eights at their face value. The player who 
holds the highest card of the winning suit takes the pool, 
provided he bet on his hand. If he did not back his hand, 
the player who has the highest card among those who 
did bet on their hands, wins it. 



HOYLE'S GAMES 



71 



If only two players bet on their hands, and neither has 
a card of the winning suit, they decide between the 
suits they hold. Suppose in this distribution of the cards 
shown, that A and Y were the only ones that backed 
their hands, Z being the dealer, and turning the nine of 
spades — 



^M 




•:• 











0^0 





^ ^ 

^^^ 

^^^ 
^ ^ 




4 ^ 



Diamonds are the winning suit; but A and Y have 
none, so they count up the suits they have, spades and 
hearts, and it is found that Y's heart suit is the better, so 
he takes the pool. 

In case of ties, the dealer wins, or if he is not in it, 
the player next in order to his right has the preference. 



BOWLING 
Or, Ten Pins 

The standard alley is 64 feet long from the foul line 
to the end, and 3I/2 feet wide. The largest size ball 
allowed is 27 inches in circumference. The pins are 15 



72 HOYLE^S GAMES 

inches in circumference at the widest part, and 15 or 16 
inches high. Their base is 2% inches diameter, and they 
are spotted in the form of a triangle, whose sides are 3 
feet each, so that it is impossible for the standard ball to 
pass between two of them without knocking down one, 
or both. The pin nearest the player is called the head 
pin, and is the apex of the triangle. 



The object of the game is to knock down as many pins 
as possible with as few balls as possible, by rolling the 
balls along the alley. 

Each player is allowed ten *^ frames " or innings, in 
each of which he is allowed two balls only. Having 
rolled two balls, the pins are set up again. 

If he knocks down all the pins with his first ball it is 
called a ^^ strike,'* and is marked on the score sheet with 
a cross. If he knocks them all down with his two balls, 
it is called a '^ spare " and is marked with a diagonal line. 
If he fails to knock down all the pins in two balls, it is 
called a '' break '* and is marked with a horizontal line. 

Although only two balls are actually bowled in any 
frame, the player gets credit for what he makes on three 
successive balls, provided he makes either a strike or a 
spare. If his first ball is a strike, that ends the frame, 
and a X IS placed opposite his name on the score sheet. 
When he goes on for his next frame, whatever he gets 
on the two balls counts back on his strike as well as on" his 
second frame. Should he succeed in making a spare on 
his second frame, the 10 pins knocked down with the two 



HOYLE'S GAMES 73 

balls would count as added to the 10 he made on his first 
ball in the first frame, making that frame worth 20. 

When he comes to his third frame, he is rolling on a 
spare, and whatever he makes on his first ball will count 
back on his spare as well as on his third frame, because 
he is entitled to count all he makes on three consecutive 
balls, only two of which were used to knock down the 
10 pins of his spare. Suppose he gets 7 pins on his first 
ball; that will make his second frame worth 17, which, 
added to the 20 on his first frame, will bring his total 
score up to 37. If he gets only one more pin on his 
second ball, it is a break, and he will get only 8 for the 
whole frame, with no third ball to count double on the 
next frame, as he has neither strike nor spare. Suppose 
that on the fourth frame he made a strike ; his score would 
then have this appearance — 



Frames- 



Jones, 



I 


2 


3 


4 


5 


6 


7 


8 


9 


10 


X 


/ 


— 


X 














29 


37 


45 

















Total 



If the tenth frame is a strike or a spare, extra balls are 
rolled to make up the three. The highest possible score 
is 300, but anything from 170 to 200 is good playing. 

There are endless varieties of bowling games, such as 
cocked hat, nine-pins, and four back, a full description 
of which will be found in the American League Bowling 
Guide, from which the following laws are copied by per- 
mission of The Brunswicke-Balke-Collender Company. 



74 HOYLE^S GAMES 

BOWLING-ALLEY LAWS 

Rules and Regulations Governing American 
Ten Pins 

Revised at Louisville^ Ky,^ March 19-21, 1906. In 
effect Sept. I, 1906 

The alleys upon which the game shall be played shall 
not be less than 41 nor more than 42 inches in width. 
The length from the center of No. i pin spot to the foul 
line shall be 60 feet. Back of the foul line there shall 
be a clear run of not less than 15 feet. The pin spots 
shall be clearly and distinctly described on or imbedded 
in the alleys and shall be so placed 12 inches apart from 
center to center. They shall be 2% inches in diameter. 
The pin spots numbered 7, 8, 9 and 10 shall be placed 
three inches from the pit edge of the alleys, measuring 
from the edge to the center of such pin spots. 

The pins shall be spotted on the pin spots placed upon 
the alleys according to the following diagram, and the 
pins and spots shall be known by the numbers as follows : 

7 8 9 10 

• • # • 

4 5 6 

• • • 

2 3 

• # 

I 

• 

The pins shall be of the following design and measure- 
ments: Fifteen inches in height, 2^/4 inches in diameter 
at their base, 15 inches in circumference at a point 4^/2 
inches from their base, 11% inches in circumference at a 
point 7^/4 inches from their base, 5^ inches in circum- 
ference at the neck, a point 10 inches from the base; 8 
inches in circumference at the head, a point 13I/2 inches 



HOYLE'S GAMES 75 

from the base. The taper from point to point shall be 
gradual, so that all lines shall have a graceful curve. 

The balls shall not in any case exceed 27 inches in 
circumference nor exceed sixteen pounds in weight. Any 
sized ball of less circumference or weight may be used. 

In delivering the ball the player must not permit any 
part of his foot, while any portion thereof is in contact 
with the alleys, to rest or extend on, over or beyond 
the foul line, nor shall any part of his person be per- 
mitted to come in contact with any part of the alleys be- 
yond the foul line, at any time before the delivered ball 
shall have reached the pins. A ball delivered contrary 
to the provisions of this rule shall be a foul ball, and 
shall be so declared by the umpire immediately such ball 
so becomes foul. 

No count shall be made on a foul ball, and any pins 
which are knocked down or displaced thereby shall be at 
once respotted. A foul ball shall count as a ball rolled 
against the player. 

Pins which are knocked down or displaced by a ball 
which leaves the alley before reaching the pins, or from 
a ball rebounding from the rear cushions, do not count, 
and they shall be immediately respotted. 

Every ball delivered, unless it be declared a dead ball 
by the umpire, shall be counted against the player. 

Pins which are knocked down by another pin rebound- 
ing in the play from the side partition or rear cushion are 
counted as pins down. 

Pins which are knocked down or displaced from any 
cause except by a fairly delivered ball, shall in all cases be 
respotted. 

Should a player by mistake roll on the wrong alley, or 
out of his turn, or be interfered with in his play by an- 
other bowler or spectator, or should any of the pins at 



76 HOYLE^S GAMES 

which he is playing be displaced or knocked down in any 
manner before his delivered ball reaches the pins, or should 
his ball come in contact with any foreign obstacle on the 
alleys, then the ball so delivered by him shall be immedi- 
ately declared a dead ball by the umpire, and such ball 
shall not count, and shall be immediately rerolled by the 
player after the cause for declaring such ball dead has 
been removed. 

Pins which are knocked down by a fair ball, and which 
remain lying on the alley or in the gutters, are termed 
dead wood, and shall be removed before the next ball is 
rolled. 

Should a standing pin fall by removing dead wood 
such pin or pins shall be at once respotted. 

Should a pin be broken or otherwise badly damaged 
during the game, it shall be at once replaced by another 
as nearly uniform with the set in use as possible. The 
umpire shall in all such cases be the sole judge in the 
matter of replacing such pin or pins. 

Cocked Hat 

The game is played with a head pin and the right and 
left corner pins as shown in the following diagram: 



Balls not exceeding six inches must be bowled, and 
they must be rolled down the alley (not cast or thrown). 
The rules of American Ten Pins except in St. Louis, 
where there is a special association with local rules, gen- 



HOYLE'S GAMES 77 

erally govern this game also, with the exception of three 
balls instead of two to the frame, but strikes and spares 
count three instead of ten, and each pin counts one as 
in Ten Pins. If the bowler knocks down three pins 
with the ball which is first bowled, in any frame in the 
game of Cocked Hat, it is a strike, and counts three, 
and is marked on the blackboard the same as in Ten Pins. 
What pins the bowler knocks down in the second frame 
with his first two balls must be reckoned as in Ten Pins, 
i. e., one for each pin bowled down, which pin or pins 
must be added to the strike and placed to the credit of 
the player in the inning where the strike was scored 
(the strike being computed as three) ; such strike must 
be added to pins knocked down with the two succeeding 
spare balls; thus, should the bowler score a strike, and 
should he in the next new frame knock down but one 
pin with his two spare balls, the strike and pin scored 
must be computed as 4 — the strike 3 and the pin i. 

Poodles or balls rolled down the gutter are fair balls, 
and any pin or pins which they may get must be counted 
and placed to the credit of the bowler; dead wood is re- 
moved from the alley, and any pins knocked down through 
dead wood remaining on the alley cannot be placed to the 
credit of the bowler. The maximum number which can 
be bowled is 90. 

Cocked Hat and Feather 

Rule I — The pins are spotted as above the center pin 
being the feather. 

Rule 2 — Ten innings constitute a game, and three 



78 HOYLE'S GAMES J 

balls (not exceeding 6 inches in size) must be used in 
each inning. 

Rule 3 — ^AU the pins except the feather have to "be 
bowled down or the inning goes for naught. 

Rule 4 — If the feather is left standing alone, the 
innings count one. 

Rule 5 — There are no penalties. The dead wood must 
be removed. Any pins knocked down through dead wood 
remaining on the alley cannot be placed to the credit of 
the bowler. 

Rule 6 — The maximum is lo. 

Nine Up and Nine Down 
the pins are set up as for american ten pins 

Rule I — Three balls (not exceeding 6 inches in size) 
are bowled in each inning. 

Rule 2 — The player must knock down a single pin, 
which counts I ; then with two remaining balls he endeav- 
ors to leave one pin standing, which counts i. Failure 
to do either the inning goes for nothing. 

Rule 3 — No penalties are attached. Dead wood must 
be removed. Any pins knocked down through the dead 
wood remaining on the alley cannot be placed to the 
credit of the player. 

Rule 4 — Ten innings constitute a game. ^ 

Rule 5 — The maximum is 20. 

Head Pin and Four Back 
• • • • 



HOYLE'S GAMES 79 

Rule I — The pins are set up as above. 

Rule 2 — Three balls (not exceeding 6 inches in size) 
are allowed in each inning. 

Rule 3 — If the four back pins are bowled down and 
the head pin is left standing the score is 2. If all the pins 
are bowled down the score is i. 

Rule 4 — There are no penalties. The dead wood must 
be removed. Any pins knocked down through the dead 
wood remaining on the alleys cannot be placed to the 
credit of the player. 

Rule 5 — Ten innings constitute a game. 

Rule^G — The maximum is 20. 

Four Back 

4321 
• • • • 

Rule I — ^The pins are spotted as above. 

Rule 2 — Three balls (not exceeding 6 inches in size) 
are allotted to each inning. 

Rule 3 — Each pin counts as spotted, and only one pin 
can be made at a time, if more than one pin is made with 
one ball it is termed a break, and the player loses that 
inning and scores nothing. 

Rule 4 — There are no penalties. The dead wood must 
be removed. Any pins knocked down through the dead 
wood remaining on the alley cannot be placed to the credit 
of the players. 

Nine Pins 



8o HOYLE^S GAMES 

Rule I — ^The pins are set as in the diagram. 

Rule 2 — Ten innings constitute a game. 

Rule 3 — ^Three balls (not exceeding 6 inches in size) 
are bowled. 

Rule 4 — One pin of the frame must be left standing, 
or the inning goes for nothing. 

Rule 5 — ^There are no penalties. The dead wood must m 
be removed. Any pins knocked down through the dead 
wood remaining on the alley cannot be placed to the credit 
of the player. 

Rule 6 — ^The maximum is lo. 

Five Back 
• • # • 



The pins are set as shown in the diagram. 

Rule I — Three balls (not exceeding 6 inches in size) 
are bowled in each inning. 

Rule 2 — Should a left-handed bowler be bowling, the 
second quarter pin can be set up on the left quarter spot. 

Rule 3 — Strikes and spares count five each. 

Rule 4 — No penalties are attached. Dead wood must 
be removed. Any pins knocked down through dead wood 
remaining on the alley cannot be placed to the credit of 
the player. 

Rule 5 — ^Ten innings constitute a game. 

Rule 6— -The maximum is 150. 



HOYLE'S GAMES 8i 

The Newport Game 

the pins are set up the same as for the game of 
american ten pins 

Rule I — ^Three balls (not exceeding 6 inches in size) 
are allowed in each inning. 

Rule 2 — Ten frames constitute a game. The object of 
the game is to bowl down an exact number of pins from 
I to lo, but not necessarily in routine order. The player 
who, in ten innings, scores the least number of winning 
innings is the loser. For instance: A bowls down 2, 5, 7, 
8 and lo B; bowls down i, 6, 8 and 9. Here B loses, 
as A has one more inning to his credit than B. 

Note — ^As the larger number of pins are easy to ob- 
tain, the superior skill lies in picking out the small num- 
bers. For this reason the pony ball is used, and the small 
numbers are the points of attack from the start. When 
the player has bowled down a certain number of pins cor- 
responding with any score he has made, and his remain- 
ing ball or balls will be of no avail, an (X) is placed 
under that number, indicating that the inning goes for 
naught, as he has already made that score. 

Rule 3 — Only one score is allowed to each inning. 
Players alternate in the use of alleys. 

Rule 4 — ^^Balls bounding from the cushions go for 
naught. 

Duck Pin Game 

the pins are spotted the same as the american 
game of ten pins 

Rule I — A regulation Duck Pin shall be 9 inches high, 
1% inches in diameter at the top, 3% inches in diam- 
eter at the body of the pin, and 1% inches in diameter 



82 HOYLE^S GAMES 

at the base; shall taper gradually from the bottom to the 
largest part of the body, and shall be as near uniform 
in weight as possible. 

Rule 2 — No ball exceeding 4% inches in diameter can 
be used in games. 

Rule 3 — Each player to roll three balls to each frame, 
and each player to roll two frames at a time. 

Rule 4 — A line shall be drawn ten feet beyond the 
regular foul line, and any ball delivered beyond the first 
named line shall be declared foul. 

All other rules of the American Bowling Congress 
govern. 



BRAG 



This old English game is something like poker. Any 
number of players from three to twelve can play. The 
full pack of fifty-two cards is used, three cards being 
dealt to each player, one at a time. 

The dealer puts an agreed amount into the pool, and 
each player in turn, beginning on his left, must equal 
that amount or throw up his hand. He may increase the 
amount if he choose, and any following player will have 
to put in as much or pass, and any who have already paid, 
will have to meet the increase, if any. 

The only hands of any value are triplets and pairs, but 
special privileges are attached to three cards, called ^' brag- 
gers,'' which have also a rank of their own with regard 
to one another. The best bragger is the ace of diamonds, 
then the jack of clubs, and last the nine of diamonds. A 
player holding any of these braggers may call it anything 
he pleases, so that a pair of sixes and a bragger is three 
sixes; or an ace and two braggers is three aces. A natu- 



HOYLE'S GAMES 83 

ral pair will always beat a pair of the same denomination 
made with the aid of a bragger. Three tens will beat a 
ten and two braggers. 

If a player makes a bet which no one will equal, he 
takes the pool without showing his hand. It is only 
when two or more bet equal amounts that the hands are 
shown to decide who wins. 

Three-Stake Brag 

In this, three pools are made up by equal contributions 
from all the players. The first two cards are dealt face 
down, the third card face up. The highest card showing 
wins one of the pools, ace being high. A bragger out- 
ranks cards of the same denomination, so that the nine of 
diamonds will beat any other nine in the pack. 

The players then take up their cards and bet on their 
hands as in the ordinary game, and the winner or the 
successful bluffer takes the second pool, together with all 
the bets made. 

For the third pool, all the hands are shown and their 
pip value counted up, reckoning the aces as 1 1 each, court 
cards as 10 each, and all other cards at their face value. 
The player whose hand most nearly approaches 31 wins 
the third pool. In case of ties, the eldest hand wins, or 
the player nearer him on the left. 

American Brag 

In this variation, all the jacks and nines in the pack 
are braggers, but they have no rank with regard to one 
another. A pair or triplet made with the assistance of a 
bragger is better than a natural pair or triplet of the same 
denomination. 



84 HOYLE'S GAMES 



BRIDGE 

Four players, who cut for partners, the two lowest 
pairing against the two highest. The lowest cut has the 
first deal and the choice of seats and cards. Ace is low. 
Fifty-two cards, which rank: AKQJio 9876543 2. 
The player to the right of the dealer cuts, leaving not 
less than four cards in each packet, and the dealer then 
gives each player thirteen cards, one at a time, beginning 
on his left, no trump being turned. There are no mis- 
deals. Whatever happens, the same dealer must deal 
again. 

The dealer then looks at his hand and announces the 
suit which he selects as the trump for that deal, or he 
may announce that he will play without a trump. 

Bridge is played in rubbers, best two out of three 
games of not less than 30 points each. All tricks over 
six taken by the same partners count toward game; but 
the value of these tricks varies with the trump suit. 

When spades are trumps, each trick above six counts 2 ; 
clubs 4; diamonds 6; hearts 8. When there are no 
trumps, 12. 

When the dealer does not feel justified in declaring a 
red trump, or no trump, and is not far enough advanced 
in the score to win the game with a black trump, it is 
usual for him to pass the declaration to his partner, who 
must decide, but without consultation. 

The adversaries have nothing to do with the making of 
the trump, but they can increase the value of the tricks 
by ** doubling." When the trump is announced, the eld- 



HOYLE'S GAMES 85 

est hand has the privilege of ^* going over/' If he goes 
over a heart make, he means that he will play hearts for 
16 points a trick, instead of 8. If he does not wish to 
double, he asks his partner, "Shall I play?" If his 
partner does not want to double, he answers, " If you 
please,*' and the eldest hand then leads any card he 
pleases. 

Should either adversary of the dealer double, the maker 
of the trump has the first right to go back, or re-double. 
Should he not wish to do so, he says, " Enough " ; or, 
'^ Content,'' and it then becomes the privilege of his part- 
ner to re-double. If he is also content, he says so, and 
that ends it. But if either re-doubles, the one who dou- 
bled in the first place has the first say as to whether 
or not he will redouble once more. If he does not, his 
partner can, and so on until all have passed. This 
doubling process must stop when the value of any single 
trick reaches 100 points. Every go-over doubles the pre- 
vious go-over, so that hearts doubled and re-doubled 
would be 32 points a trick. 

If the declaration is spades, and it is not doubled, the 
hands are not played, unless the dealer's side is 24 up or 
better on that game. The players show and score the 
honors held, and the declaring side scores two points for 
the odd trick, the deal passing to the left. 

The declaration and doubling settled, and the eldest 
hand having led a card, the dealer's partner lays his thir- 
teen cards face upward on the table, neatly arranged in 
sequence and suit, and the dealer must manage the play 
of the combined hands from that point on. Dummy is 
not allowed to make the slightest remark or suggestion on 
the play, and can do nothing to prevent errors except to 
ask his partner if he has none of a suit to which he 
renounces, or to correct an adversary in the exaction of a 



86 HOYLE^S GAMES 

penalty to which he is not entitled. Dummy is not liable 
to any penalty for a revoke, and neither he nor the dealer 
are liable to any penalty for a lead out of turn. If all 
have followed to the false lead, the error cannot be cor- 
rected. 

Any points made in excess of the 30 necessary to win 
the game are scored, so that a player making five by cards 
at no-trump would put down 5X12 = 60, as the num- 
ber of points won. This would not count him a double 
game, however; but simply a game worth more than 30 
points. All games must be won by trick scores alone; 
but in addition to the trick score, there are certain scores 
for honors and other matters, all of which add to the ulti- 
mate value of the rubber, but do not advance the game 
score a particle. 

There are five honors in the trump suit, the A K Q 
J 10. When there are no trumps, the aces are the only 
honors. The following table shows the value of these 
honors — 

Table of Honor Values 

If the trump suit is 4^ 4k ' ^ 

3 honors count 4 8 12 16 

4 honors count 8 16 24 32 

5 honors count 10 20 30 40 

4 in one hand count 16 32 48 64 

4 in one hand, 5th in partner's 18 36 54 72 

5 in one hand 20 40 60 80 

When there are no trumps: 

3 aces between partners count .... 30 

4 aces between partners count 40 

4 aces. in one hand count 100 

Chicane counts the same as 3 honors. 

Little slam counts 20 

Grand slam counts 40 



HOYLE'S GAMES 87 

The scores for honors must be kept entirely separate 
from the scores for tricks. 

Any player who finds himself without a trump when 
there is a trump suit announced, should claim '^ chicane '' 
after the hand is played. This entitles him to score the 
value of simple honors. If his partner has the majority 
of the honors, chicane adds 4, 8, 12, or 16 points to them 
according to the trump suit. If the other side has the 
honors, it reduces their honor score by 4, 8, 12 or 16 
points. There is no chicane when there are no trumps. 

If one side wins twelve out of the thirteen tricks, it is 
called a little slam, and 20 points are scored for it in the 
honor column. If they win all thirteen tricks, they add 
40 points for a grand slam. 

If the first two games are won by the same partners, 
the third is not played. The side winning the rubber adds 
100 points to its score, and then all the points made by 
tricks, honors, slams, chicane, etc., are added up, each side 
arriving at a total, and the lower score is deducted from 
the higher, the difference between the two scores being 
the value of the rubber in points. It is possible for the 
side that wins the rubber to lose points on the balance, 
on account of the discrepancies in the points made in 
individual games, and also on account of the large scores 
sometimes made for holding honors. 

Penalties 

The offenses which are most common, and which every 
player should know the penalties for, are the revoke and 
leading or declaring out of turn. All others will be 
found provided in the official code of laws, which are to 
follow. 

If a player deals out of turn, the error must be cor- 



88 HOYLE'S GAMES 

rected before the eldest hand leads for the first trick. 
The English laws require the correction to be made be- 
fore the last card is dealt. 

If a player has less than his right number of cards, 
the deal stands good if he has played to a trick, and he 
will be answerable for any revoke he may have made 
through not having the missing card in his hand. If two 
players have a wrong number of cards, the deal is void. 

If the dealer's partner makes a declaration before he 
is asked to do so, either adversary may demand that the 
declaration shall stand, or that there shall be a new deal. 
Should the dealer's partner ask the dealer to declare, 
either adversary may demand that the player in fault 
make the declaration himself, or that there shall be a new 
deal. In neither of these cases are the adversaries allowed 
to consult. 

Should either of the dealer's adversaries make a decla- 
ration, the dealer may either have a new deal, or proceed 
as if nothing had happened. 

If the pone doubles before his partner asks him, *^ Shall 
I play? " the maker of the trump shall say whether or not 
the double shall stand. 

If the eldest hand leads without asking his partner, 
" Shall I play? " the pone may double only with the con- 
sent of the maker of the trump. If the pone asks, '^ Shall 
I play?" that shall not prevent the eldest hand from 
doubling. 

If the pone leads first, the dealer may call a suit from 
the eldest hand. After the first trick, if either adversary 
leads out of turn, the dealer may call a suit from the one 
who should have led, or from the one that first obtains 
the lead, or he may call the card erroneously led an ex- 
posed card. 

There is no penalty for the dealer's or the dummy's 



HOYLE'S GAMES 89 

leading out of turn. If the second player has played, the 
dealer cannot take it back; but either adversary may ob- 
ject if he has not played to the trick himself. If all have 
played, the trick must stand. 

Exposed cards, such as two or more played to a trick, 
or cards dropped face upward on the table, must be left 
on the table, and are liable to be called by the dealer. 
There is no penalty for the dealer's exposing any or all 
of his cards. 

If any player renounces, his partner may ask him if he 
has none of the suit led. The penalty for a revoke, not 
corrected in time, is to take three tricks from the revok- 
ing side. Three tricks can be taken for each and every 
revoke made, but a slam cannot be scored if part of it is 
made up of tricks taken in penalty for a revoke. 

Ties in Cutting 

There are a number of points in connection with the 
details of bridge which every player should know. One 
of the first to demand attention is the settlement of ties 
in cutting. 

The suits have no rank in cutting, so that one ace or 
one deuce is as good as another. 

When players cut cards of equal value, they must cut 
again unless the cards are the two highest. If they are 
the two lowest, they cut for the deal and choice of seats 
and cards. If they are intermediates, they cut again to 
decide which shall play with the original low; but the 
original low cannot be deprived of its right to the first 
deal. Three players who cut equal cards must cut again 
to see which shall play with the fourth. If the odd card 
was high, the lowest of the new cut are partners, and the 
lower of the two deals. If the odd card was low, it deals 



90 HOYLE^S GAMES 

the first hand, and the two highest of the new cut are 
partners. 

The players at a bridge table are known as the dealer] 
his partner the dummy] the eldest hand or leader^ on the 
dealer's left; and the leader's partner, the pone^ who sits 
on the dealer's right. In diagrams of illustrative hands, 
these are distinguished by the letters A-B and Y-Z; 
thus — 

Dummy. 



Leade 




Pone. 



Dealer. 

The dealer having cnce chosen his seat and cards must 
abide by his decision for that rubber. 

As a rule, whenever the term ^^ adversary " is used, it 
refers exclusively to one of the players opposed to the 
dealer. One never speaks of the ^* adversary " of A or B. 



Scoring 

There are two methods of scoring, for each of which 
a different style pad or score-sheet is used. In one, the 
score for tricks and honors are all kept in one column, 
but the trick scores are '' below the line," while the hon- 
ors scores are all '^ above the line." As there must be 
two columns of figures, one for each side, the pad is 
divided into two sides. Fig. I is an illustration of a score 
kept on one of Foster's Two-Line Bridge Pads. 

The other method is to score the honors and tricks in 
separate columns, so that there shall be two columns for 
each side. This requires four additions at the end, and 



HOYLE'S GAMES 91 

wastes a good deal of paper, but some prefer it. Fig. II 
IS an illustration of a score kept on one of Foster's Four- 
Line Bridge Pads. The score in both cases is the same. 

A line is drawn under each game as soon as it is won, 
and in the Two-Line pads the 100 points for the rubber 
are put aj: the head of the honor scores, and, after adding 
the totals, the lower score is deducted from the higher, the 
difference being the value of the rubber, in this case 112. 
In the Four-Line pads, the 100 rubber points are added 
to the total of the winner's honor column when carrying 
it to the other column for addition. In this case 78 is 
carried as 178. 

When the scores are kept on a Four-Line pad, each item 
of trick score should have its own honor score opposite 
it, on the same line. On the fourth hand, it will be 
observed, we doubled spades and made the odd, but they 
made simple honors. 

Bridge Conventions 

There are certain conventional plays with which every 
one who cuts into a bridge table should be familiar; be- 
cause they are almost as necessary as a knowledge of the 
opening moves in a game of chess, or the proper clubs to 
use in golf. Chief among these are the makes, the open- 
ing leads, third hand echoes, Foster's eleven rule, discard- 
ing, and finessing. 

The Makes 

With four aces, the declaration should always be no- 
trumps, no matter what the rest of the hand. With 
three aces also, unless the dealer has a better heart make. 
Any hand is a no-trumper, at normal states of the score, in 
which the dealer holds no red suit long or strong enough 



92 



HOYLE'S GAMES 



Scoring Pads, Two Styles 



Fig. I. 



Foster's 2-une 

(trade mab«) 

BRIDGE PAD 



Fig. II. 
f^STER'S 4-UNE 

(TRADE hark) 

BRIDGE PAD 




CMAS.M.ELUO-rT CO..PMILA.,FV^ 



HOYLE'S GAMES 93 

to make it the trump, but has the equivalent of three 
aces. Such hands would be; two aces and a K Q suit, 
or a Q J 10 suit; or one ace and a probable trick in each 
of the other suits, such as K Q, K J, or Q 10 and others. 
A no-trumper without an ace is very risky, unless the 
player holds the king and another honor in every suit; 
such as K Q in one suit, K J 10 in another, K J in an- 
other, and K 10 and others in the fourth. 

A good rule for declaring trumps is to count up the 
cards in the suit you think of naming for the trump, add 
the number of honors in the trump suit, and then add the 
number of winning cards outside trumps, such as aces or 
well guarded kings. 

If the total is eight or more, it is usually a very fair 
trump make. Take this hand as an example — 

^KQ643 *A54 0K1O32 ♦S. 

In this hand, if we make hearts trumps, there are five 
trumps, plus two honors in trumps, plus two probable 
tricks in plain suits, a total of nine ; therefore it is a very 
good heart make, although a doubtful no-trumper. 

Because of the difficulty of winning the game in dia- 
monds, it is not advisable to declare diamonds at the 
beginning of a rubber, or at the score of *^ love-all '^ on 
the last game of the rubber, if there is any chance that 
the partner may have a better make. But at other states 
of the score, diamonds should be freely declared when 
the hand counts up to eight or nine by the rule just given. 
Leaving it ; in the avaricious hope that dummy has a game 
hand in something else, is an expensive enterprise in the 
long run, because the chances are so much against it. 

Black suits should not be declared by the dealer unless 
he is sufficiently advanced in the score to win the game 



94 HOYLE'S GAMES 

with reasonable assistance from his partner. With a hand 
which has no good declaration but a black suit, the make 
should be passed at normal states of the score. 

With a worthless hand, unless the dealer is much be- 
hind on the score, the declaration should be a spade, so 
as to prevent the partner from risking some expensive 
declaration on an average hand. It is usual to declare 
spades originally unless the dealer holds at least one cer- 
tain trick, such as an ace, or two probable tricks in two 
different suits. It is useless to make one of these ^' de- 
fensive '' declarations if the adversaries' score is ad- 
vanced ; because every chance must be taken to win the 
game on the deal, when it will probably be lost on the 
next deal. 

When dummy is asked to make it, he should be guided 
by the same rules as the dealer for no-trumpers; except 
that he should always be protected in both the red suits, 
unless his hand is unusually strong otherwise ; because the 
dealer is more likely to be weak in the red suits than in 
the others. 

For trump declarations, it would be better for dummy's 
hand to count up to nine, so as to allow something for 
the acknowledged weakness of the dealer's hand. If 
dummy makes it red, he should hold at least two honors 
in the suit he selects unless he is very long in trumps, or 
has very good outside cards. 

Doubling 

To double a no-trumper, the leader should have six 
sure tricks, and a probable seventh, and his strength 
should be massed in one suit. 

The pone should never double no-trumps unless he is 
willing to have a heart led; because it is conventional, in 



HOYLE'S GAMES 95 

America, if the pone doubles a no-trumper, for the eldest 
hand to lead his best heart, unless he holds both ace and 
king of some other suit, in which case he should lead the 
king of that suit first. 

To double a trump declaration, the position of the 
maker should be considered, because if the strength is on 
the left of the doubling hand, the doubler must be careful 
not to overestimate the value of his cards, v^hich may be 
led through and killed. In doubling a red trump, five 
sure tricks and a probable sixth should be in the hand, 
and two or three of these tricks should be in the trump 
suit. 

In doubling spade declarations, there should be at least 
four tricks in the hand, and a possible fifth, and at least 
one of these tricks should be in trumps, preferably two. 

Leading 

If the pone doubles a noytrumper, the eldest hand leads 
his best heart, unless he holds an A K suit, which will 
hold the lead until he sees dummy's cards. Some players 
prefer the lead of the weakest or shortest suit, and that 
is the English custom. This is a matter to be understood 
before play begins. 

When the pone doubles a trump declaration, the best 
trump should be led to him only when dummy is the 
declaring hand, and when the leader has no A K suit 
that will hold the lead until dummy is laid down. 

The leads against trumps and against no-trumpers dif- 
fer in some important respects, and may be regarded as 
separate conventions. 



96 HOYLE'S GAMES 

Against Trump Declarations 

The best opening leads are from two or more honors 
in sequence, such as A K, K Q, or Q J. The king is 
always led if accompanied by the card next it in value, 
the ace or the queen, or both, and it is always followed 
by the lowest card that will win the next trick, if the 
leader holds a winning card after leading the king. 
With A K Q, for instance, the second lead would be the 
Q, not the A. 

The ace may be led from any suit not containing the 
king. If the combination is A Q J, the Q should follow 
the ace, whether the ace catches the king or not. 

A queen should never be led when there is any higher 
card of the suit in the hand. 

The jack is never led except as the top of a weak suit, 
when the other suits are undesirable ones to open. 

The ten is led from one combination only; K J lO. 

For the second round, if the leader holds the best card 
of the suit, or several equally the best, he should lead one. 
If he holds the second and third-best, but not the best, 
he should lead the higher. Having led the K from 
K Q J, the next lead should be the Q, even if the K won 
the first trick. 

When an honor is not led, the opening should always be 
the fourth-best, counting from the top. From K lo 7 5 3, 
for instance, the proper card to lead is the 5. After hav- 
ing led an honor, if the leader has not another winning 
card to go on with, nor both second and third-best, he 
should lead his original fourth-best for the second round. 
Having led the K from K Q 6 4 2, for instance, if the 
K wins the trick, the card to lead for the second round 
is the 4. 



HOYLE'S GAMES 97 

Against No-Trumpers 

The longest suit should almost invariably be selected 
for the opening lead against a no-trumper. Honors are 
not led unless the leader holds three of them in the suit, 
or has a suit of seven or eight cards. An honor should 
be led from A K Q, A Q J, K Q J, K Q 10, K J 10, 
or Q J 10; but from all suits of less than seven cards 
headed by only two honors, such as A K, K Q, or Q J, 
the proper opening is the fourth-best card. The most 
common openings against no-trumpers are the fourth-best 
cards of long suits, keeping any high cards in shorter suits 
to regain the lead. 

After the opening lead,, if the suit is changed, it is al- 
ways advisable to lead through some suit in which dummy 
is moderately strong, preference being given to those in 
which dummy has two honors not in sequence, such as 
A Q, or K J. 

Third Hand 

There is a difference in the play of the third hand 
when he is trying to win the trick, and when he is simply 
following suit. If he tries to win the trick, he plays the 
lowest of a sequence of high cards, such as the J from 
K Q J, or the Q from K Q. Having no such sequence, 
he plays his best card, putting on the ace from A Q, if 
the K is not in the dummy. If he does not try to win 
the trick, his play will depend on whether he is playing 
against a trump declaration, or a no-trumper. 

With a declared trump, third hand plays " down and 
out " with only two cards of his partner's suit, neither 
of them an honor. Suppose the lead is a K and third 
hand holds 8 3 only. The play to the first trick is the 8. 



98 HOYLE'S GAMES 

When the 3 falls next round, the leader will know third 
hand has no more of that suit. When third hand holds 
three cards, he plays the lowest to the first trick. If his 
cards were 9 6 4 he would play the 4. 

If he has only two cards, but one of them is as good 
as the jack, he plays the lower to the first trick; because 
when the honor falls on the second round, the leader will 
know he has a higher honor, or no more of the suit. 

When there are no-trumps, and third hand does not 
try to win his partner^s trick, he always plays his second- 
best card, regardless of number or value. Suppose the 
lead is a 5, and dummy puts on the king second hand, 
third, hand holding Q J 3. His play is the jack, his 
second-best. If the lead is a king, and third hand holds 
10 9 7 6, his play to the first trick is the 9, his second- 
best. 

After the first round, whether third hand leads the suit 
to his partner, discards it, or follows suit, he must always 
keep his smallest card, playing the next one above it. 
Having played the J from Q J 3, his next play is the Q, 
keeping the 3. Having played the 9 from 10 9 7 6, his 
next play is the 7, keeping the 6. 

This is called the Foster echo at no-trumps, and the 
object of it is to inform the leader as to the high cards 
held by the third hand. Suppose the leader holds, in 
the suit he opens, A K Q 8 5, and leads the K. Dummy 
lays down the 4 and third hand plays the 10. This marks 
the third hand with the jack at least, or no more of the 
suit. If third hand has not the jack, the dealer has the 
suit blocked, so the lead for the second round is the 8, 
not the Q. No matter how small the cards, this. echo 
should be used. 



HOYLE'S GAMES 99 

Return Leads 

In returning his partner's suit, the player should lead 
the higher of two cards remaining, and the lowest of 
three, if the declaration is a trump. At no-trumps, the 
intermediate of three remaining should be returned, unless 
it is the third hand that is leading up to dummy, and his 
best card is one that is better than any dummy holds in 
that suit, in which case it is better to lead it, so as to 
give the partner the advantage of position over the dealer. 

If the player holds both second and third-best, he 
should lead the higher, regardless of number, and if he 
holds any winning card in his partner's suit, he should 
make it. 

If for any reason the third hand changes suits, it is 
best to lead up to the suits in which dummy is weak, if 
possible, letting the partner lead through his strong suits. 

Foster's Eleven Rule 

When the leader opens with a fourth-best, the third 
hand can tell how many cards, higher than the card led, 
are not in the leader's hand, by simply deducting the spots 
on the card led from eleven. 

By taking from the remainder thus found the number 
of cards held by dummy and third hand, higher than the 
card led, the number held by the dealer is found. Sup- 
pose this is the position, Z being the dealer and A the 
leader for the first trick, the card led, those held by 
dummy in spades, and those held by the third hand being 
shown: b #^,.^ 



lOO 



HOYLE^S GAMES 







♦ 4 









The third hand, B, deducts the spots on the card led, 
7, from II, and finds the remainder, 4. The four cards 
higher than the 7 are all in sight. Dummy has two of 
them, the J and 8 ; third hand has two more, the A and 
10. Therefore the dealer has no card higher than the 7, 
and if dummy does not cover the 7 with the 8 or the J, 
the 7 is absolutely certain to win the trick. If the actual 
cards for the rest of the suit are laid out, this will be 
obvious, because the rule is infallible if the card led is 
the fourth-best. 

The eleven rule is very useful in the hands of observ- 
ant players in detecting false cards played by the dealer. 
Take this position, Z being the dealer, and A leading the 
6 of spades. 



HOYLE'S GAMES 






^ 4 



101 



The 6 says there are 5 cards out against the leader, 
higher than the 6. Only four of these show on the first 
trick. Observe that the dealer cannot have either Q or J, 
or he would not waste the ace. The leader cannot hold 
K Q J, or he would have led an honor, so the dealer 
must have the K, and the leader holds the Q and J. 



Second Hand 

The general rule for second hand is to play a high 
card second hand from any combination of cards from 
which it would be right to lead a high card. Holding 
K Q, for instance, a small card led through, the Q is the 
right play. 

If second hand holds the cards immediately above and 
below the one led, he should cover with the '^ fourchette.^' 
With lo 8, for instance, a g led, the lo should be put on. 

As a rule, cover an honor with an honor, so as to make 
the leader of the lower honor play two honors to get one 
trick. An exception to this is when the second hand has 
four of the suit, and his higher honor cannot be caught. 



I02 HOYLE'S GAMES 

such as K 6 5 3, and a Q led through. It is not neces- 
sary to cover. 

The dealer will often see from the application of the 
eleven rule that it will be necessary for him to cover the 
cards led through dummy, so as to put the third hand in. 

Discarding 

Against a declared trump, the adversaries always dis- 
card their strong suit, unless one of them has doubled a 
spade make. There is little hope of making more than 
one or two tricks in any suit, and it is important that the 
partner should know where the strength lies. 

Against no-trumpers, some persons discard weakness al- 
ways, while others discard the best protected suit. The 
better plan seems to be what is called the discard of " pro- 
tection," which means that the adversaries will discard 
in such a manner as to keep a guard on the suit which 
the dealer is most likely to attack later on. Three cards 
to a jack, or two to a queen are sometimes very valuable 
as stoppers. It is seldom of much use to keep every card 
of a long or strong suit in the hope of making tricks 
with all of them, unless you are sure you can get in; 
because if the dealer has a real no-trumper, he is never 
going to lead your strong suit, but will attack the suits 
in which you are weak, and if you have discarded from 
them, he may find the suit cleared for him in one or two 
leads. In the effort to keep every possible trick in a 
strong suit, weaker suits are often left unprotected, and 
the strong suit has to be discarded after all. 

The discard against no-trumpers is still one of the un- 
settled points in bridge tactics. 



HOYLE^S GAMES 103 



Dealer and Dummy 

The broad general principle of play, for dealer and 
dummy, is to lead from the weak hand to the strong, and 
to play the high cards first from the hand which is shorter 
in the suit. 

The dealer's principal weapon is finessing. The adver- 
saries never finesse. Finessing is trying to win a trick 
with a card which is not the best you hold, nor in sequence 
with it. If dummy holds A Q and others, the dealer 
nothing but small cards, to lead a small card and play 
the Q third hand is to finesse against the K. 

If the combination of A Q is divided, it is useless to 
lead the Q to the A, because if the K is in second hand, he 
will plaj^ an honor on an honor. The best play is to 
lead a small card from the hand with the ace in it, and 
try to win a trick with the Q third hand. 

With all such combinations as A J 10, the suit must 
be led from the hand which has not the ace, and the 
finesse of the 10 must be taken the first time, if an 
honor is not played second hand. If the first finesse 
loses, the suit must be led again from the weak hand, and 
the finesse of the J must be tried, unless an honor is 
played second hand. 

In trump declarations, the dealer should lead trumps 
immediately upon getting in, unless he has no good suit 
to defend, or unless there are more tricks to be made by 
a cross ruff. If the hand which is short or weak in 
trumps can ruff a suit, it should be allowed to do so 
before trumps are led. 

At no-trumps, the dealer should usually select for his 
attack the suit which is longest between the two hands, 
counting the cards in each together. With two suits of 



104 HOYLE'S GAMES 

equal length, he should select the one having more cards 
in one hand. A suit divided 6-2 is a better suit than 
one divided 4—4, because of the greater possibilities of 
trick-making. 

A very important matter for the dealer is so to manage 
his cards as to preserve or make re-entries in the hand 
w^hich is longer in the suit played for; because unless he 
can re-enter or bring a suit into play after he gets it 
established, it is useless to play for it. 

The follow^ing are the standard lav^s of the game, re- 
printed from the official code by the kind permission of 
The Whist Club of New York: 



THE AMERICAN LAWS OF BRIDGE 

The Rubber 

1. The rubber is the best of three games. If the first 
two games be won by the same partners, the third game 
is not played. 

Scoring 

2. A game consists of thirty points obtained by tricks 
alone, exclusive of any points counted for honors, chicane 
or slam. 

3. Every deal is played out, and any points in excess 
of thirty points necessary for the game are counted. 

4. Each trick above six counts two points when spades 
are trumps, four points when clubs are trumps, six points 
when diamonds are trumps, eight points when hearts are 
trumps, and twelve points when there are no trumps. 

5. Honors are ace, king, queen, knave and ten of the 
trump suit; or the aces when no trump is declared. 



HOYLE'S GAMES 



loS 



6. Honors are credited to the original holder and are 
valued as follows: 



Declaration. 



Each Trick above Six . 



CO 

O 
O 



Ho 



(All 



hand) . 



(4 in one hand) . . . 

(All in one hand) . . 

Chicane 



♦ 


4^ 


♦ 


V 


2 


4 


6 


8 


4 


8 


12 


16 


8 


16 


24 


32 


16 


32 


48 


64 


10 


20 


30 


40 


18 


36 


54 


72 


20 


40 


60 


80 


4 


8 


12 


16 



No 
Trumps 



12 

30 

40 

100 



Rubber 100, Grand Slam 40, Litde Slam 20. 

7. li a player and his partner make thirteen tricks, in- 
dependently of any tricks gained by the revoke penalty, 
they score slam and add forty points to the honor count. 

8. Little slam is twelve tricks similarly made, and adds 
twenty points to the honor count. 

9. Chicane (one hand void of trumps) is equal in 
value to simple honors, L e,, if partner of player having 
chicane score honors he adds the value of three honors 
to his score, while, if the adversaries score honors, it de- 
ducts an equal value from theirs.* 

10. The value of honors, slam, little slam or chicane, 
is in no wise affected by doubling or re-doubling. 

11. At the conclusion of a rubber the scores for tricks 
and honors (including chicane and slam) obtained by each 
side are added, and one hundred points are added to the 



^Double Chicane (both hands void of trumps) is equal in 
value to four honors, and the value thereof must be deducted 
from the total honor score of the adversaries. 



io6 HOYLE^S GAMES 

score of the winners of the rubber. The difference be- 
tween the completed scores is the number of points won 
or lost by the winners of the rubber. 

12. If an erroneous score affecting honors, chicane or 
slam be proved, such mistake may be corrected at any time 
before the score of the rubber has been made up and 
agreed upon. 

13. If an erroneous score affecting tricks be proved, 
such mistake must be corrected prior to the conclusion 
of the game in which it has occurred, and such game 
shall not be considered as concluded until the following 
deal has been completed and the trump declared, unless 
it be that the game is the last one of the rubber, — then 
the score is subject to inquiry until an agreement between 
the sides (as to the value of the rubber) shall have been 
reached. 

Cutting 

14. The ace is the lowest card. 

15. In all cases every player must cut from the same 
pack. 

16. Should a player expose more than one card, he must 
cut again. 

Forming Tables 

17. If there are more than four candidates, the play- 
ers are selected by cutting, those first in the room having 
the preference. The four who cut the lowest cards play 
first. 

18. After the table is formed, the players cut to decide 
on partners ; the two lowest playing against the two high- 
est. The lowest is the dealer, who has choice of cards 
and seats, and who, having once made his selection, must 
abide by it. 



HOYLE'S GAMES 107 

19. Should the two players who cut ^owest, secure 
cards of equal value, they shall re-cut to determine which 
of the two shall deal, and the lower on the re-cut deals. 

20. Should three players cut cards of equal value, they 
cut again ; if the fourth card be the highest, the two low- 
est of the new cut are partners and the lower of the two 
the dealer; if, however, the fourth card be the lowest, 
the two highest on the re-cut are partners and the origi- 
nal lowest the dealer. 

21. Six players constitute a full table, and no player 
shall have a right to cut into a game which is complete. 

22. When there are more than six candidates, the right 
to succeed any player who may retire is acquired by an- 
nouncing the desire to do so, and such announcement shall 
constitute a prior right to the first vacancy. 

Cutting Out 

23. If at the end of a rubber admission be claimed by 
one or two candidates, the player or players having played 
a greater number of consecutive rubbers shall withdraw; 
but when all have played the same number, they must 
cut to decide upon the outgoers ; the highest are out. 

Rights of Entry 

24. A candidate desiring to enter a table must declare 
such wish before any player at the table cuts a card, either 
for the purpose of commencing a fresh rubber or of cut- 
ting out. 

25. In the formation of new tables, those candidates 
who have neither belonged to nor played at any other 
table have the prior right of entry. Those who have 
already played decide their right of admission by cutting. 



io8 HOYLE^S GAMES 

26. A player who cuts into one table while belonging 
to another, shall forfeit his prior right of re-entry into the 
latter, unless by doing so he enables three candidates to 
form a fresh table. In this event he may signify his inten- 
tion of returning to his original table, and his place at the 
new one can be filled. 

27. Should any player quit the table during the prog- 
ress of a rubber, he may, with the consent of the other 
three players, appoint a substitute during his absence ; but 
such appointment shall become void with the conclusion 
of the rubber, and shall not in any way affect the sub- 
stitute's rights. 

28. If anyone break up a table, the remaining players 
have a prior right to play at other tables. 

Shuffling 

29. The pack must neither be shuffled below the table 
nor so the face of any card be seen. 

30. The dealer's partner must collect the cards for the 
ensuing deal, and he has the first right to shuffle the cards. 
Each player has the right to shuffle subsequently. The 
dealer has the right to shuffle last, but should a card or 
cards be seen during his shuffling, or whilst giving the 
pack to be cut, he must re-shuffle. 

31. Each player, after shuffling, must place the cards 
properly collected and face downward to the left of the 
player next to deal. 

The Deal 

32. Each player deals in his turn; the order of dealing 
goes to the left. 

33. The player on the dealer's right cuts the pack, and 
in dividing it, must not leave fewer than four cards in 



HOYLE'S GAMES 109 

either packet; if in cutting or in replacing one of the two 
packets a card be exposed, or if there be any confusion 
of the cards, or a doubt as to the exact place in which the 
pack was divided, there must be a fresh cut. 

34. When the player whose duty it is to cut, has once 
separated the pack, he can neither re-shuffle nor re-cut 
the cards. 

35. Should the dealer shuffle the cards, after the pack 
is cut, the pack must be cut again. 

36. The fifty- two cards shall be dealt face downward. 
The deal is not completed until the last card has been 
dealt face downward. 

37. There is No Misdeal. 

A New Deal 

38. There must be a new deal — 

a If the cards be not dealt into four packets, one at a 
time, and in regular rotation, beginning at the 
dealer's left. 

b If, during a deal, or during the play of a hand, the 
pack be proved incorrect or imperfect. 

c If any cards be faced in the pack. 

d If any player have dealt to him a greater number 01 
cards than thirteen. 

e If the dealer deal two cards at once and then deal a 
third before correcting the error. 

f If the dealer omit to have the pack cut and the ad- 
versaries call attention to the fact prior to the con- 
clusion of the deal and before looking at their cards. 

g Should the last card not come in its regular order to 
the dealer. 

39. There may be a new deal — 

a If the dealer or his partner expose a card. Either 
adversary may claim a new deal. 



no HOYLE'S GAMES | 

b If either adversary expose a card. The dealer may 
claim a new deal. 

c If, before fifty -one are dealt, the dealer should look at 
any card. His adversaries have the right to see it, 
and either may exact a new deal. 

d If, in dealing, one of the last cards be exposed by 
the dealer or his partner, and the deal is completed 
before there is reasonable time for either adversary 
to decide as to a new deal. But in all other cases 
such penalties must be claimed prior to the conclu- 
sion of the deal. 

40. The claim for a new deal by reason of a card ex- 
posed during the deal may not be made by a player who 
has looked at any of his cards. If a new deal does not 
take place, the card exposed during the deal cannot be 
called. 

41. Should three players have their right number of 
cards, the fourth have less than thirteen and not discover 
such deficiency until he has played any of his cards, the 
deal stands good; should he have played, he, not being 
dummy, is answerable for any revoke he may have made 
as if the missing card or cards had been in his hand. He 
may search the other pack for it or them. 

42. If, during the play of a hand, a pack be proven 
incorrect or imperfect, such proof renders only the cur- 
rent deal void, and does not affect any prior score. The 
dealer must deal again (Law 38b). 

43. Any one dealing out of turn or with the adver- 
saries' cards must be corrected before the play of the 
first card, otherwise the deal stands good. 

44. A player can neither cut, shuffle nor deal for his 
partner without the permission of his opponents. 



HOYLE'S GAMES iii 

Declaring Trumps • 

45. The trump is declared. No card is turned. 

a The dealer may either make the trump or pass the 
declaration to his partner. 

b If the declaration be passed to partner, he must de- 
clare the trump. 

46. Should the dealer's partner make the trump with- 
out receiving permission from the dealer, either adversary 
may demand, 

1st. That the trump shall stand, or 
2d. That there shall be a new deal. 

provided, that no declaration as to doubling has been 
made. Should the dealer's partner pass the declaration to 
the dealer it shall be the right of either adversary to claim 
a new deal or to compel the offending player to declare 
the trump; provided, that no declaration as to doubling 
has been made. 

47. The adversaries of the dealer must not consult as 
to which of the penalties under the foregoing law shall 
be exacted. 

48. If either of the dealer's adversaries make a decla- 
ration, the dealer may, after looking at his hand, either 
claim a new deal or proceed as if no declaration had been 
made. 

49. A declaration once made cannot be altered. 

Doubling, Re-Doubling, Etc 

50. The effect of doubling, re-doubling, and so on, is 
that the value of each trick above six is doubled, quad- 
rupled, and so on. 



112 HOYLE^S GAMES 

51. After the trump declaration has been made by the 
dealer or his partner, their adversaries have the right to 
double. The eldest hand has the first right. If he does 
not wish to double, he may ask his partner, *^ May I 
lead? " His partner must answer, ^^ Yes " or ^^ I double.'' 

52. If either of their adversaries elect to double, the 
dealer and his partner have the right to re-double. The 
player who has declared the trump shall have the first 
right. He may say, " I re-double " or '' Satisfied." 
Should he say the latter, his partner may re-double. 

53. If the dealer or his partner elect to re-double, their 
adversaries shall have the right to again double. The 
original doubler has the first right. 

54. If the right-hand adversary of the dealer double 
before his partner has asked ^' May I lead?" the maker 
of the trump shall have the right to say whether or not 
the double shall stand. If he decide that the double shall 
stand, the process of re-doubling may continue as described 
in paragraphs 52, 53, 55. 

55. Whenever the value of each trick above six exceeds 
one hundred points there shall be no further doubling 
in that hand, if any player objects. The first right to 
continue the re-doubling on behalf of a partnership be- 
longing to that player who has last re-doubled. Should 
he, however, express himself satisfied, the right to con- 
tinue the re-doubling passes to his partner. Should any 
player re-double out of turn, the adversary who last 
doubled shall decide whether or not such double shall 
stand. If it is decided that the re-doubling shall stand, 
the process of re-doubling may continue as described in 
this and foregoing laws (52 and 53). If any double or 
re-double out of turn be not accepted there shall be no m 
further doubling in that hand. Any consultation between 
partners as to doubling or re-doubling will entitle the 



HOYLE'S GAMES 113 

maker of the trump or either adversary, without consulta- 
tion, to a new deal. 

56. If the eldest hand lead before the doubling be com- 
pleted, his partner may re-double only with the consent of 
the adversary who last doubled; but such lead shall not 
affect the right of either adversary to double. 

57. When the question, ** May I lead? ^' has been an- 
swered in the affirmative, or when the player who has 
the last right to continue the doubling expresses himself 
satisfied, the play shall begin. 

58. If the eldest hand lead without asking permission, 
his partner may only double if the maker of the trump 
consent. If the right-hand adversary of the dealer say, 
*' May I play?" out of turn, the eldest hand does not 
thereby lose the right to double. 

59. If the right-hand adversary of the dealer lead out 
of turn, the maker of the trump may call a suit from the 
eldest hand, who may only double if the maker of the 
trump consent. In this case no penalty can be exacted 
after the dummy hand or any part of it is on the table, 
since he (dummy) has accepted the situation. 

60. A declaration, as to doubling or re-doubling, once 
made cannot be altered. 

Dummy 

61. As soon as the eldest hand has led, the dealer's 
partner shall place his cards face upward on the table, and 
the duty of playing the cards from that hand shall de- 
volve upon the dealer, unassisted by his partner. 

62. After exposing his cards, the dealer's partner has 
no part whatever in the game, except that he has the 
right to ask the dealer if he has none of the suit to which 
he may have renounced. Until the trump is declared and 



114 HOYLE'S GAMES 

the dealer's partner's hand is exposed on the table, he has 
. all the rights of a player and may call attention to any 
irregularity of, or to demand equally with the dealer, any 
penalty from, the adversaries. 

63. If he should call attention to any other incident 
of the play, in consequence of which any penalty might 
be exacted, the fact of his so doing precludes the dealer 
exacting such penalty. He has the right, however, to cor- 
rect an erroneous score, and he may, at any time, during 
the play, correct the claim of either adversary to a penalty 
to which the latter is not entitled. He may also call his 
partner's attention to the fact that the trick has not been 
completed. 

64. If the dealer's partner, by touching a card or other- 
wise, suggest the play of a card from dummy, either of 
the adversaries may, but without consultation, call on the 
dealer to play or not to play the card suggested. 

65. Dummy is not liable to the penalty for a revoke; 
and if he should revoke and the error be not discovered 
until the trick is turned and quitted, the trick stands good. 

66. When the dealer draws a card from his own hand, 
such card is not considered as played until actually 
quitted, but should he name or touch a card from the 
dummy hand, such card is considered as played, unless 
the dealer in touching the card or card says, '* I arrange," 
or words to that effect. 

Cards Exposed Before Play 

67. If, after the deal has been completed, and before 
the trump declaration has been made, either the dealer 

.or his partner expose a card from his hand, either adver- 
sary may, without consulting with his partner, claim a 
new deal. 



1 



HOYLE^S GAMES iiS 

68. If, after the deal has been completed, and before 
a card is led, any player shall expose a card, his partner 
shall forfeit any right to double or re-double which he 
otherwise would have been entitled to exercise; and in 
case of a card being so exposed by the leader's partner, the 
dealer may either call the card or require the leader not 
to lead the suit of the exposed card. 

Cards Exposed During Play 

69. All cards exposed by the dealer's adversaries are 
liable to be called, and such cards must be left face up- 
ward on the table. 

70. The following are exposed cards: 

I St. Two or more cards played at once. 

2d. Any card dropped with its face upwards, or in 
any way exposed on the table, even though 
snatched up so quickly that no one can name it. 

3d. Every card so held by a player that any portion of 
its face may be seen by his partner. 

71. A card dropped on the floor or elsewhere below 
the table is not an exposed card. 

72. If two or more cards be played at once by either 
of the dealer's adversaries, the dealer shall have the right 
to call which one he pleases to the current trick, and the 
other card or cards shall remain face upward on the table 
and may be demanded at any time. 

73. If, without waiting for his partner to play, either 
of the dealer's adversaries should play on the table the 
best card or lead one which is a winning card, as against 
the dealer and dummy, or should continue (without wait- 
ing for his partner to play) to lead several such cards, 
the dealer may demand that the partner of the player in 



ii6 HOYLE'S GAMES 

fault, win, if he can, the first, or any other of these tricks, 
and the other cards thus improperly played are exposed 
cards. 

74. If either or both of the dealer's adversaries throw 
his or their cards on the table face upward, such cards 
are exposed and are liable to be called ; but if either adver- 
sary retain his hand he cannot be forced to abandon it. 
Cards exposed by the dealer are not liable to be called. 
If the dealer should say, " I have the rest,'* or any other 
words indicating that the remaining tricks are his, he may 
be required to place his cards face upward on the table. 
The adversaries of the dealer are not liable to have any 
of their cards called should they expose them, believing 
the dealer's claim to be true, should it subsequently prove 
false. 

75. If a player who has rendered himself liable to 
have the highest or lowest of a suit called (Laws 82, 91 
and 100), fail to play as directed, or if, when called on 
to lead one suit, lead another, having in his hand one or 
more cards of the suit demanded (Law 76), or if called 
upon to win or lose a trick, fail to do so when he can 
(Laws 73, 82 and 100), he is liable to the penalty for 
revoke, unless such play be corrected before the trick is 
turned and quitted. 

Leads Out of Turn 

76. If either of the dealer's adversaries lead out of 
turn, the dealer may either call the card erroneously led, 
or may call a suit when it is next the turn of either adver- 
sary to lead. 

77. If the dealer lead out of turn, either from his own 
hand or from dummy, he incurs no penalty; but he may 
not rectify the error after the second hand has played. 



HOYLE'S GAMES 117 

78. If any player lead out of turn and the other three 
follow him, the trick is complete and the error cannot be 
rectified; but if only the second, or second and third play 
to the false lead, their cards may be taken back; there is 
no penalty against any one except the original offender, 
who, if he be one of the dealer's adversaries, may be 
penalized as provided in Law 76. 

79. In no case can a player be compelled to play a card 
which would oblige him to revoke. 

80. The call of an exposed card may be repeated at 
every trick until such card has been played. 

81. If a player called on to lead a suit have none of it, 
the penalty is paid. 

Cards Played in Error 

82. Should the fourth hand (not being dummy or 
dealer) play before the second has played to the trick, 
the latter may be called upon to play his highest or lowest 
card of the suit played, or to win or lose the trick. 

83. If any one, not being dummy, omit playing to a 
former trick and such error be not corrected until he has 
played to the next, the adversaries may claim a new deal ; 
should they decide that the deal stands good, the surplus 
card at the end of the hand is considered to have been 
played to the imperfect trick, but does not constitute a 
revoke therein. 

84. If any one (except dummy) play two cards to the 
same trick and the mistake be not corrected, he is answer- 
able for any consequent revokes he may have made. If 
during the play of the hand the error be detected, the 
tricks may be counted face downward, in order to ascer- 
tain whether there be among them a card too many; 
should this be the case, the trick which contains a surplus 



ii8 HOYLE^S GAMES | 

card may be examined and the card restored to its origi- 
nal holder, who (not being dummy) shall be liable for 
any revoke he may meanwhile have made. 



The Revoke 

85. Should a player (other than dummy) holding one 
or more cards of the suit led, play a card of a different 
suit, he revokes. The penalty for a revoke takes preced- 
ence of all other counts. 

86. Three tricks taken from the revoking player and 
added to those of the adversaries shall be the penalty for 
a revoke. 

87. The penalty is applicable only to the score of the 
game in which it occurs. 

88. Under no circumstances can the revoking side score 
game, slam or little slam, that hand. Whatever their 
previous score may have been, the side revoking cannot 
attain a higher score toward game than twenty-eight. 

89. A revoke is established if the trick in which it oc- 
curs be turned and quitted, /. ^., the hand removed from 
the trick after it has been gathered and placed face down- 
ward on the table; or if either the revoking player or his 
partner, whether in his right turn or otherwise, lead or 
play to the following trick. 

90. A player may ask his partner if he has no card of 
the suit which he has renounced; should the question be 
asked before the trick is turned and quitted, subsequent 
turning and quitting does not establish a revoke, and the 
error may be corrected unless the question be answered 
in the negative or unless the revoking player or his partner 
has led or played to the following trick. 

91. If a player correct his mistake in time to save a 
revoke, any player or players who have followed him may 



HOYLE^S GAMES 119 

withdraw their cards and substitute others, and the cards 
so withdrawn are not exposed cards. If the player in 
fault be one of the dealer's adversaries, the card played 
in error is an exposed card, and the dealer can call it 
whenever he pleases; or he may require the offender to 
play his highest or lowest card of the suit to the trick in 
which he has renounced; but this penalty cannot be ex- 
acted from the dealer. 

92. At the end of a hand the claimants of a revoke may 
search all the tricks. If the cards have been mixed the 
claim may be urged and proved if possible; but no proof 
is necessary, and the revoke is established if, after it has 
been claimed, the accused player or his partner mix the 
cards before they have been sufficiently examined by thq 
adversaries. 

93. A revoke must be claimed before the cards have 
been cut for the following deal. 

94. Should the players on both sides subject themselves 
to the revoke penalty neither can win the game by that 
hand. 

95. The revoke penalty may be claimed for as many re- 
vokes as occur during a hand; but in no event can more 
than thirteen tricks be scored in any one hand. (See 
Law 7.) 

General Rules 

96. There should not be any consultation between 
partners as to the enforcement of penalties. If they do so 
consult, the penalty is paid. 

97. Once a trick is complete, turned and quitted it must 
not be looked at (except under Law 84), until the end 
of the hand. 

98. Any player during the play of a trick or after the 
four cards are played and before they are touched for the 



i2o HOYLE'S GAMES 

purpose of gathering them together, may demand that the 
cards be placed before their respective players. 

99. If either of the dealer's adversaries, prior to his 
partner's playing, should call attention to the trick, either 
by saying it is his, or, without being requested so to 
do, by naming his card or drav^ing it toward him, the 
dealer may require that opponent's partner to play his 
highest or lowest card of the suit led, or to win or lose 
the trick. 

100. Should either of the dealer's adversaries, during 
the play of a hand, make any unauthorized reference to 
any incident of the play, or should he call his partner's 
attention to the fact that he is about to play or lead out 
of turn, the dealer may call a suit from the adversary 
whose turn it is next to lead. 

loi. In all cases where a penalty has been incurred, 
the offender is bound to give reasonable time for the deci- 
sion of his adversaries ; but if a wrong penalty be de- 
manded none can be enforced. 

102. Where the dealer or his partner has incurred a 
penalty, one of his adversaries may say, '' Partner, will 
you exact the penalty or shall I ? " but whether this is 
said or not, if either adversary name the penalty, his de- 
cision is final. 

New Cards 

103. Unless a pack be imperfect, no player shall have 
the right to call for one new pack. If fresh cards are 
demanded, two packs must be furnished and paid for by 
the player who has demanded them. If they are fur- 
nished during a rubber, the adversaries shall have their 
choice of the new cards. If it is the beginning of a new 
rubber, the dealer, whether he or one of his adversaries 
be the party calling for the new cards, shall have the 



HOYLE^S GAMES 121 

choice. New cards must be called for before the pack 
be cut for a new deal. 

104. A card or cards torn or marked must be replaced 
b}^ agreement or new cards furnished. 

Bystanders 

105. While a bystander, by agreement among the 
players, may decide any question, yet he must on no ac- 
count say anything unless appealed to ; and if he make any 
remark which calls attention to an oversight affecting the 
score, or to the exaction of a penalty, he is liable to be 
called on by the players to pay the stakes on that rubber. 

Playing Spades 

The rule is, that if a spade make is not doubled, the 
hand shall not be played unless one side or the other is 
20 or more on the trick score; but the general practice 
is not to play undoubled spades unless the dealer s side 
is 24 up or better, regardless of the other score. If spades 
are not played, the honors are shown and scored as held, 
and the dealer scores 2 points for the odd trick. 

ENGLISH LAWS OF BRIDGE 

The English laws differ from the American with re- 
gard to the following points : 

The deal is complete when the last card is dealt, so 
that a deal out of turn must be claimed before then. (See 
American Law 43.) 

The American Laws, 45 to 48, allow either adversary 
to demand the penalties. The English laws require the 
decision to be made by the eldest hand or leader. 



122 HOYLE^S GAMES 

In case of a revoke, the English laws allow the side 
not in error to consult as to whether they will take three 
tricks from the side in error, or take the value of three 
tricks from his existing score for that game, or add the 
value of three tricks to their own score. They must set- 
tle upon one of these three methods, as it is not allowed 
to adopt part of one and part of another. The rule that 
the revoking side must stop at 28, no matter what tricks 
they win, is the same in both countries. 

Auction Bridge 

The preliminaries are as usual for cutting, dealing, etc. 
The dealer must make a declaration himself, and this must 
be in the nature of a bid to make at least the odd trick 
with a named trump, or with no trumps. The player 
on his left must then bid higher, or pass, or double. The 
dealer's partner's turn comes next, and finally the third 
hand's. Any player who is overbid can come into the 
bidding again and increase the number of tricks offered, 
or change to another and better declaration, but no player 
can double a declaration made by his partner. 

'Bids must be to make a greater number of points, or 
to make a greater number of tricks for the same points. 
The odd in hearts outbids the odd in diamonds; but two 
in clubs is a better bid than the odd in hearts. 

If a bidder's declaration is doubled, it affects the score 
only; not the bid. Two tricks in diamonds will outbid 
the odd in hearts doubled. The successful bid is the 
declaration. 

The player to the left of the successful bidder always 
leads for the first trick, and the bidder's partner then 
lays down his cards and becomes the dummy for that 
hand. 



HOYLE^S GAMES 123 

If the bidder fails to make good his bid, neither side 
can score anything below the line, unless it was doubled. 
If the adversaries have doubled, they score below the line 
for every trick by which the bidder failed. Whether they 
double or not, they score fifty points a trick penalty above 
the line, in the honor column, for every trick by which the 
bidder fails. 

If the bidder is doubled, and makes good his bid, he 
scores below the line as usual. If he gets more than he 
bid, he also scores fifty points a trick above the line as 
penalty, for every trick he makes over his bid. 

Honors are scored in the usual way, whether the bidder 
makes good or not. 

If the bid is in spades, and the bidder fails, his oppo- 
nents cannot score more than 200 points penalty above the 
line, even if they double. 

Two hundred and fifty points are added for winning 
the rubber. 

Bridge For Two 

The players sit opposite each other and four cards are 
dealt to each, face down, for the ** playing hand.'' Then 
22 cards are dealt to each, one at a time, face down. 
Eleven of these are arranged by each player in a double 
row on the table in front of him, but without his seeing 
the faces of any of them. Upon these 11 cards, face 
down, he places the remaining 11, face up. 

The dealer consults the cards face up, his own and his 
adversaries', together with his own playing hand, and 
makes his declaration. His adversary can double if he 
choose. The non-dealer leads any card he pleases, from 
the II shown on the table, or from the 4 concealed in 
his hand, and the dealer must follow suit if he can. The 
leader then plays another card, still following suit if able, 



124 HOYLE'S GAMES 

and finally the dealer must complete the trick. The 
winner takes it in and leads for the next trick, and so on. 

The moment a card on the table is played away, the 
card under it must be turned face up, so that the opponent 
may see it before he plays; but no card can be turned 
face up until the card which covered it has been legiti- 
mately played away, as no shifting of the original eleven 
packets is allowed. 

The scoring at the end is the same as usual, the winner 
of the first two games adding lOO points. 

Another forrn of bridge for two players will be found 
under the head of " Misery Bridge." 

Bridge to The Score 

This is the name given to various attempts to play 
bridge in duplicate, at the same time trying to make the 
players declare as if there were a game to be won, instead 
of paying too much attention to honors. 

'The best method, because the simplest, seems to be to 
add fifty points to the score of the partners having the 
highest trick score at the end of a round if neither side 
has won a game of thirty points. If a game has been 
won, fifty points is added for each game won, and if a 
second or third game is unfinished at the end of a round, 
the partners having the higher trick score double their 
trick points in the unfinished game. 

Another method is to add fifty points to the side having 
the higher trick score, regardless of any games. 

Duplicate bridge itself will be found described else- 
where. 



HOYLE'S GAMES 125 

Double-Dummy Bridge 

The dealer always deals for himself, never for his 
dummy, and his adversary always sits at his left and leads 
for the first trick. If the declaration is passed, it must 
be made according to the rules given for ^^ Three-hand 
Bridge." 

Either player is liable for revokes made on his own 
hand, but the dummies cannot revoke. 

Draw Bridge 

This IS double dummy, but the hands are not exposed, 
each player having a holder in which he can so place his 
dummy partner's cards that his adversary cannot see them. 

Drive, or Progressive Bridge 

Two deals only are played at each table, so that each 
side shall have a declaration. The winning partners 
progress, or are " driven " toward the head table by going 
to the table adjoining the one at which they have just 
played. 

They may go together and remain together as partners, 
or they may separate, the lady going in one direction and 
the gentleman in the other. If they separate, the arriv- 
ing lady takes as her partner the losing gentleman that 
she finds at the table, and the arriving gentleman takes 
as his partner the losing lady. The object in separating 
and going to different tables is to prevent the same play- 
ers meeting again as partners, which they might do if they 
went in the same direction. 

The winning partners, before they move, get a marker 



126 HOYLE'S GAMES 

of some kind, so as to keep account of the number of 
times they win, and the pair or the player with the great- 
est number of these at the end of the game gets the first 
prize. 

Duplicate Bridge 

Instead of gathering the cards into tricks, each player 
keeps his cards separate, placing them face up in front of 
him when he plays to a trick. When the trick is com- 
plete, the four cards are turned face down, each still in 
front of its owner, but so placed that the cards shall point 
lengthways toward the partners who won the trick. By 
counting up how many of the thirteen cards played point 
in one direction, it is easy to see how many tricks were 
won by that side. 

There is no shuffling or mixing of the cards after the 
first deal, but the four hands are placed each in a sepa- 
rate pocket in a tray provided for the purpose. These 
trays are then passed from table to table, and when a 
tray is received from a table at which the cards have 
already been played, there is no shuffling, the cards being 
taken from the pocket opposite the player as if they had 
just been dealt to him. These trays have marks on them, 
indicating the position they should occupy on the table, 
and which hand is the dealer's. 

Any of the numerous methods of handling the players 
and moving the trays which are described in connection 
with '^ Duplicate Whist," may be used in duplicate bridge. 

In scoring, if four deals are played without changing 
adversaries, it is usual to add fifty points bonus to the 
side having the higher trick score at the end of the fourth 
deal. No notice is taken of games or rubbers, and the 
winners are the pair that have the highest score at the 
end. Without the addition of the bonus, it has been found 



\ 



HOYLE'S GAMES 127 

that the game is not bridge, but a series of declarations to 
the honor score. 

Misery Bridge 

This is a game for two players, sitting opposite each 
other, but four hands are dealt as usual. The dealer can 
discard any number of cards from one to four from his 
own hand, and can take an equal number from the top 
of the hand to his left. His discards are placed on the 
table face up, and so remain ; but he does not show what 
he has drawn. 

Having discarded and drawn, the dealer declares, but 
there is no doubling. If the dealer thinks he can make 
eight tricks, he announces it in advance, and if he suc- 
ceeds, he scores double their value. If, after having an- 
nounced to make eight, he fails to do so, he scores noth- 
ing, and his adversary scores ten points penalty below 
the line, no matter what the declaration was, trumps or no 
trumps. 

There are no honor scores, nor are there any slams, and 
no points are added for winning the rubber. 

If the dealer does not wish to discard and draw, he 
can play ** misery,'' which is a no-trumper, played to lose. 
The dealer scores five points for every trick his adversary 
takes over the book, provided the dealer himself does not 
take more than one trick out of the thirteen. If the dealer 
takes more than one trick, he scores nothing, but his 
adversary scores five points for every trick the dealer 
takes, after the first. 

Before leading for the first trick, the non-dealer sorts 
the hand on his left and lays it face up on the table. He 
plays this hand as his dummy, against the dealer. The 
hand on the dealer's left remains face down and un- 
touched. 



128 HOYLE^S GAMES 

Pivot Bridge 

This IS a popular method of playing at social parties 
for prizes. Four players always remain at the same table, 
but after each rubber they change partners in such a man- 
ner that at the end of three rubbers each would have had 
each of the others for a partner once. It is usual for one 
to sit still all the time, the others moving round to the 
left, so that the one who sat on the pivot's left will have 
to pass behind her chair and take the seat on her right. 

Four-Hand Bridge, or King's Bridge 

This game combines the movement of the players in 
pivot bridge, with a different method of scoring. There is 
no change in the position of the players until after four 
deals. 

After the initial position has been decided by cutting, 
one player is selected to sit still all the time, as a pivot. 
After each four deals the others all move one place to 
the right, the one on the pivot's left passing behind his 
chair to the vacant place on his right. 

There are no partnerships, each player being for him^ 
self. Dummy declares mechanically, as in three-hand 
bridge, on passes. The scores are kept in four separate 
columns. The dummy, therefore, shares in the fortunes 
of the adversaries, not those of the dealer; because if the 
dealer wins, let us say, 24 points, he is put down 24 plus 
in his own column, so he must win it from each of the 
three others at the table. If the dealer loses, on the con- 
trary, he is put down minus in his column, and he evi- 
dently owes that amount to each of the others. 

The only score put down is that of the dealer. If the 



HOYLE'S GAMES 129 

adversaries beat him, he is put down minus, the amount 
being deducted from any previous score he may have 
made. There are no games or rubbers, trick and honor 
scores being all put down in a lump sum. Plus scores 
are added at once to the previous total. 

The game is at an end at the end of any round of 12 
deals, and the scores are balanced in the manner explained 
in connection with skat. 

Reversi Bridge 

This is the ordinary game of bridge so far as the num- 
ber of players, etc., is concerned; but the highest card 
deals and the object of the declaration is to lose tricks; 
not to win them. At the end of the hand, each side scores 
what the other side makes; so that if the dealer declares 
hearts, and loses three by cards and simple honors, he 
scores as if he had won 24 and 16. 

The adversaries can double, if they think they will not 
make the odd trick. 

Short Bridge 

In this there is no doubling and no rubbers are played. 
Each game is complete in itself, and instead of settling 
for so much a point, the stake is for so much a game, the 
winners being the players with the higher combined trick 
and honor score. It is better to add in the honor score, 
to keep the declarations more to the line of ordinary 
bridge; but the game must be ended by reaching thirty 
points in the trick score. It is a very good game to play 
on trains, or places in which the players may not all be 
able to finish a rubber. 



130 



HOYLE'S GAMES 



Six-Hand Bridge 



Two card tables are placed together, and the partners 
who have the first deal sit at the long ends, each having 
a pack of cards and a deal. One pair of adversaries sits 
right and left of one dealer at one table, the other pair 
at the other table. 

Numbers are usually placed on the table to indicate the 
positions to which the players shall move after each hand 
is dealt and played, thus; — 

5 6 



A B 



The dealers, I and 4, deal the cards for four hands of 
thirteen cards each as usual. The dealer declares on his 
own hand if he can, and the play proceeds as in ordinary 
bridge, anyone sorting dummy's hand and laying it out. 

If the make is passed, the other dealer must declare for 
dummy, the cards being handed to him, so that for the 
time being he belongs to the other table. Suppose No. i 
at table A, passes the make. The dummy's cards on 
table A must be handed to No. 4 at table B, and he must 
declare and decide on any doubling. 

The players move after every deal, partners 2 and 5 
going to seats 3 and 6 respectively; partners at 3 and 6 
going to 4 and i, while those at i and 4 go to 2 and 5. 

Three separate scores must be kept, because there are 
three separate rubbers in progress simultaneously. When 
the rubber between two pairs is ended, one table will be 
idle for the next deal only. 



HOYLE'S GAMES 131 

Three-Hand Bridge 
Cut-Throat, or Dummy Bridge 

In this, each player is for himself, the lowest cut hav- 
ing the first deal and taking the dummy. If he will not 
declare on his own cards, dummy must declare according 
to the following rules: 

Three or four aces is always no-trump, regardless of 
the rest of the hand. 

With less than three aces, never no-trumps, but always 
the longest suit. If two suits are equal, the one with the 
greater pip value, counting each ace 1 1 ; K Q J or 10, 
10 each; all other cards at their face value. If this is 
still equal, the more valuable suit must be declared. 

Only the eldest hand can double, and only when the 
dealer has made the declaration himself. 

If the declaring side loses the odd trick, the adversaries 
score everything above the line, never below, so that it is 
impossible for any player to win a game except on his 
own deal. 

The first hand played, the player on the dealer's right 
moves to the vacant seat and the deal passes to the left. 
This movement is continued after every deal, until some 
player wins two games, which ends the rubber. 

Three separate scores must be kept and at the end 
each pays the difference to the others. Suppose A, win- 
ning the rubber, has 260; B 112, and C 94. We double 
the amount won by each, because he wins from two play- 
ers, and deduct what he owes the two others. This would 
give A, for example, 260X2 = 520, — 112 -f- 94, == 
314 plus. 



132 HOYLE'S GAMES 

CALABRASELLA 

Three players, the Spanish pack of 40 cards, which 
rank: 32AKQJ7654. There is no trump suit. 
If four play, the dealer takes no cards. The lowest cut 
deals, 12 cards to each player, 4 at a time, the 4 remain- 
ing being left on the table to form the ^' stock." 

Every ace in the pack is worth 3, and the 3 2 K Q J 
of each suit are worth i each, so that there are eight 
points in a suit, or 32 in the pack, added to which the 
last trick counts 3, making 35 points to be played for in 
each deal. 

The privilege of playing one hand against the two 
others is bid for in turn, eldest hand having the first say. 
The first to say ^^ I play " is the single player, the others 
being partners against him. 

The player can ask for the 3 of any suit he names, and 
if either of the other players holds it, he must pass it over, 
receiving from the player's hand a card in exchange, which 
must not be shown to the partner. If the 3 asked for is 
not out, no other card can be asked for; but if the player 
has all the 3's, he can ask for a 2. 

After the ask, the player must discard any number 
from one to four cards, face down. He then turns the 
stock face up on the table, and selects as many cards from 
it as he has discarded. If he does not take all four, the 
others are turned face down, and placed with the discards. 

The player on the dealer's left always leads for the 
first trick and the others must follow suit if they can; 
but there is no obligation to head or to win the trick. 
The adversaries keep their tricks together as against the 
player, and the winner of the last trick takes the 4 stock 
cards. 



HOYLE'S GAMES 133 

Tricks are of no value except for the counting cards 
they contain. At the end of the hand, each side counts 
up the points taken in, and the lower score is then de- 
ducted from the higher, the difference being the value of 
the game in points. If one side makes the whole 35, it 
counts as 70. 

If the single player loses, he pays both adversaries. If 
he wins, both pay him. Suppose he makes 21 points, less 
the 14 that they make, he gets 7 from each of them. 

Penalties 

There are no misdeals. If there is anything wrong, 
the same dealer deals again. If no one offers to play, 
the deal passes to the left. 

Looking at the stock before declaring to play and 
discarding loses the game, and forfeits 35 points to each 
adversary. If the stock is turned over, or any card of it 
looked at by one of the opponents, after the third has an- 
nounced to play, but before he has discarded, there is no 
penalty, but the player may look at the exposed card and 
discard to suit himself. 

If one of the partners leads out of turn, the player may 
abandon the rest of the hand, take the stock and count 
3 for the last trick, allowing the adversaries to count 
nothing but the points they may have taken in up to the 
time that the error occurred. 

The revoke penalty is 9 points, deducted from the side 
in error at the end of the hand and added to the score of 
the other side. 



134 HOYLE'S GAMES 

CASSINO 

Two, three, or four players; fifty-two cards, which 
have no rank except for cutting. Low deals, and ace is 
low. Four cards are dealt to each player and to the 
table, two at a time ; those to the table being laid off before 
the dealer gives cards to himself. The deal complete, the 
four on the table are turned face up. 

The object of the game is to take in as many cards as 
possible by pairing and combining the cards in the hand 
with those on the table. Some of these cards have a 
counting value in themselves. 

Eldest hand plays first. If he has any card of the same 
denomination as one of those on the table he may play 
his card upon it, and take in both. He is not obliged to 
take in a card unless he wishes to do so. If there are 
two like cards on the table, he may take, in both of them 
if he has a third card of the same denomination in his 
hand. ' 

If he can combine any of the cards on the table, so 
that the total number of pips on their faces shall exactly 
equal the pips on some one card in his hand, he can take 
in all the cards so combined with his card. Suppose the 
cards on the table are 2, 3, 5, 6, and he holds an 8. Com- 
bining the 2 and 6 and the 3 and 5, he makes two 8's, 
and takes them in with his own 8. 

He can also build up combinations, to be taken in next 
time it comes to his turn to play. Suppose he holds an 
ace and an 8 and there is a 7 on the table. He puts the 
ace on the 7, and calls " eight " ; but he cannot take it 
in until it comes round to him again; because no player 
is allowed to play more than one card at a time from his 
hand. 



p^ HOYLE'S GAMES 135 

If any other player happens to hold an 8, he may take in 
the build before its gets round to the player who built it. 

Another player may also build upon the first build, 
provided he does so with a card from his hand; because 
cards cannot be taken from the table to increase a build 
made by another player. Suppose that this 8 build comes 
round to a player who holds an ace and a 9. He can 
put the ace on the 8 build and say " nine " ; but he can- 
not take it in until it comes round to him again, and in 
the meantime some other player may have a nine and 
take it. A player may increase his own build in the same 
way, if he has the cards to take in either build. He can 
put a three on a deuce, calling it " five,'' if he has a five, 
but instead of taking it in when it comes round to him 
again, he can put the five on the five and call it " ten," 
if he has a ten. 

If a build is double, it cannot be increased. Suppose a 
player combines a 2 and a 6 on the table, and places an 
8 from his hand upon them, saying '' two eights.'' Such 
a build cannot be made into nines or tens; nothing but 
an eight will take it in. 

When a player has no build to make, or nothing to 
take in, he simply lays one of his cards face up on the 
table among the rest. But if a player has made a build, 
the next time he plaj^s he must either take it in, if it is 
still on the table, or he must make another build, or take 
in some other card or some other player's build. 

After the first four cards dealt to each player have 
been played, four more are dealt to each, two at a time, 
but none are given to the table. When the pack is ex- 
hausted, the player that wins the last trick of all takes 
in all the cards that remain on the table. 

If at any time a player can so combine or match every 
card on the table as to take them all, it is a '' sweep " 



136 HOYLE^S GAMES 

and counts a point, usually marked by leaving one of the 
cards face up among the cards taken in. The winner of 
the last trick does not count a sweep unless he can match 
or combine every card left on the table. 

The pack exhausted and the last card taken in, each 
player counts his cards, and the one having the greater 
number scores 3. In case of ties, there is no score for 
cards. The player who has taken in the majority of 
spades scores i. In addition to cards and spades, the 
winner of the 10 of diamonds, *^ big cassino," counts 2 ; 
deuce of spades, *^ little cassino,'' i ; each ace i ; and each 
sweep I. 

This makes 11 points to be played for in each deal, 
exclusive of sweeps. When two play, the one making the 
majority of these 1 1 points is the winner. 

Penalties 

A player dealing out of turn must be stopped before 
the cards on the table are turned face up. If the dealer 
gives too many or too few cards to any player, or deals 
too many or too few hands, it is a misdeal, and he loses 
the deal. 

If any cards but the dealer's and those on the table are 
exposed during the deal to the first round, the player to 
whom the exposed card falls may insist on a new deal by 
the same dealer. 

If, after the first deal, a card is found faced in the 
pack, the player to whom it would fall may reject it if 
he choose. It must then be placed in the middle of the 
pack, and another card given him in its place from the 
top of the pack. If a card is exposed on the last round, 
the deakr must take it if the player refuses it. The 
player then draws one face down from the dealer's hand. 



HOYLE'S GAMES 137 

Anyone playing out of turn must leave the card so 
played upon the table. He is not allowed to build any- 
thing, or to take anything in with it. 

If a player improperly takes in a card, he must not only 
return the card itself, but the card he plays from his 
hand and the combination or card he was taking in with 
it, if any. If he was taking in a build of his own, it must 
be separated. 

If a player makes a build which he has not the card to 
take in, the build must be separated, and those who have 
played after the false build can take back their cards 
and amend their plays, unless some other player has taken 
in the build in the meantime. 

Twenty-One-Point Cassino 

When three or four play, and sometimes when two 
play, 21 points is game. The players should count out, 
so that at the end the one first reaching 21 can claim the 
game. If he is in error he loses it. 

If this is not done, and no one knows that he is out 
until the hands are counted at the end of the deal, the 
points go out in order: cards, spades, big cassino, little 
cassino, aces, and sweeps. If the aces have to decide it, 
their rank is: spades, clubs, hearts and diamonds. Sweeps 
offset one another. 

When four persons play as partners, two against two, it 
is usual to allow the partners to take in or to increase 
each other's builds, if they have the necessary cards. 

Draw Cassino 

Instead of dealing four more cards to each player, two 
at a time, after the first round, the stock is left face down 



138 HOYLE'S GAMES 

on the table, and each player in turn, as soon as he plays 
a card, draws another from the top of the stock, so that 
there are always four cards in each player's hand when it 
comes to his turn to play, until the stock is exhausted. 

Royal Cassmo 

In this, the court cards have a pip value. The K is 
equal to 13; Q 12; J 11. The ace is 14 or i at the 
option of the holder; but if it is one of the cards lying 
on the table, it is always i. The high cards can be used 
to build upon, or to win, cards of lower denominations; 
a Q will take in a 9 and 3, for instance. 

Spade Cassino 

Two to four players, the count being kept on a crib- 
bage board, and all points pegged as soon as made, so 
that there is nothing to count up at the end of the hand 
but the cards. The game is 61, and 24 points are made 
in each deal. The peculiarity of the game is that every 
spade counts a point. There is no counting for ^^ spades '' 
at the end of the hand, the winner of the spade jack 
scoring for *^ spades/' This makes the jack and deuce of 
spades worth 2 points each; because the deuce is a spade 
as well as little cassino. 



CATCH THE TEN 
Or Scotch Whist 

Two to eight players, single or in partnerships, with 
a pack of 36 cards, which rank, AKQJ109876. 



J 



HOYLE'S GAMES 139 

In the trump suit, the jack is the highest card, outranking 
the ace. 

With four or more players, which is the common game, 
the whole pack is dealt out, one card at a time, turning 
up the last for the trump. Eldest hand leads any card he 
pleases, and the others must follow suit if they can. 

The object of the game is to win tricks containing 
certain cards in the trump suit, their values being: jack 
1 1 ; ace 4 ; king 3 ; queen 2 ; and ten 10. 

At the end of the hand the players count the number 
of points taken in, to which they add one point for each 
card they have taken in more than the number originally 
dealt them. With four playing as partners, two against 
two, each side would start with 18 cards. If one side 
took in 7 tricks of 4 cards each, 28, they would have 
gained 10 cards, and would score 10 points toward game, 
in addition to any trump counts they might have. Indi- 
vidual players would count their gains in the same way. 

Forty-one points is game. In case of ties, the counts 
go out in order; 10 of trumps, majority of the cards; 
A, K, Q, J of trumps, in that order. 

Penalties 

The only penalty of importance is that for the revoke, 
which, upon being claimed and proved, ends the game, 
the player or side in error losing it. All other irregulari- 
ties, such as playing or leading out of turn, are usually 
governed by the laws of straight whist. 

French Whist 

This is catch-the-ten with the ten of diamonds always 
a counting card, worth 10, whether it is trumps or not. 



I40 HOYLE'S GAMES 

CAYENNE 

Four players, two against two as partners. Fifty-two 
cards, which rank A K Q J lo 9 8 7 6 5 4 3 2, in cut- 
ting or in play. ' The two cutting lowest cards are part- 
ners, and the lowest cut deals the first hand. The cards 
are dealt 4-4-5 at a time. No trump is turned. The 
player on the dealer's left cuts the still pack, and turns 
up the top card for " cayenne,'^ which settles the order 
of preference and value in the suits. 

After looking at his hand, the dealer names a trump 
suit, or says he will play ^* grand,'' without a trump; 
or '^ nuUo," also without a trump, and the ace ranking 
below the deuce. If the dealer cannot decide, he leaves 
it to his partner, who must pick out something. 

The object of the game is to win tricks, except in 
nuUo, when it is to lose them. The eldest hand always 
leads for the first trick, and the others must follow suit 
if they can. The winner of the trick takes it in, turns it 
down, and leads for the next trick. 

AH tricks above six taken by the same partners count i 
each. In addition to the tricks, there are five honors, the 
A K Q J 10 of trumps, and the side holding the major- 
ity count I for each they have in excess of their oppo- 
nents, to which they add i ; so that four honors would be 
worth 4 points. 

These points, made by tricks and honors, are multiplied 
at the end of the hand, according to the value of the 
trump suit. In a grand or a nuUo, when there are no | 
trumps, the multiplier is always 8; otherwise the multi- 
plier depends on the suit which is trumps, and its rela- 
tion to the suit which has been cut for cayenne on that 
deal. This is shown in the following table — 



i 



If Cayenne is 
Second color is 
Third color is 
Fourth color is 



HOYLE'S GAMES 



^ 





4k 


# 





^. 


♦ 


4k 


A 


Jk 


9? 


^ 


♦ 


♦ 









141 

If trumps, multiply by 4. 
If trumps, multiply by 3. 
If trumps, multiply by 2. 
If trumps, multiply by i . 



If clubs are cut for cayenne, for instance, and the dec- 
laration is hearts, they play in third color, and the win- 
ners multiply their trick and honor score by 2. 

In nuUos, every trick over the book counts to the other 
side, so that if the dealer plays nuUo, and his adversaries 
take 10 tricks, the 4 over the book cost them 4 X 8 = 32 
points ; but there are no honors. 

Ten points is a game. When one side wins a game, 
any points over the 10 are left on the marker to their 
credit toward the next game ; but all points made by their 
adversaries are turned down after the value of the game 
has been ascertained and scored. If one side reaches 10 
before their adversaries have scored anything, the game 
is worth 4 to the winners. If they have not reached 4, 
it is worth 3 ; if they have not reached 7, it is worth 2 ; 
but if they are 8 or 9 up, it is worth I only. These 
game values are the points that are scored. 

The side that first wins four games of 10 points each, 
no matter what the value of the individual games, adds 
8 points for the rubber, and then deducts all the game 
points scored by the other side; the difference being the 
final value of the rubber. 

It should be observed that everything made is counted, 
so that one side may win two or more games on one deal. 
If A-B are 6 up when Y-Z win a game of 32 points, 
Y-Z will score 2 for winning the first game, as A-B 
had not reached 7, and 4 each for the next two games, 
in which their adversaries are nothing, and will still have 
2 points to their credit on the fourth game. 



142 HOYLE'S GAMES 

Tricks count before honors, and players cannot win a 
game on honors alone, but must stop at 9 points if they 
have no trick score on the hand. 

Penalties 

The penalty for a revoke is the loss of three tricks, 
and the side in error cannot win the game on that deal, 
but they may play the hand out and score as high as 9 
if they can. 



HOYLE'S GAMES 



143 



CHECKERS 
Or Draughts 

Two players have between them a board divided into 
64 squares, colored alternately light and dark, and each 
player is provided with twelve men, known as ^' white " 
and " black/' At the beginning of a game the board is 
so placed that each player shall have two of his men 
touching the edge of the board at his left. 

In diagrams, for the sake of clearness, the men are 
always shown upon the white squares; but in actual play 
they are always set up on the black squares, this being the 
arrangement — 




21 ^^P 22 ^8 23 ^^ 24 ^^ 

^8 ^S ^^ ^S 



The squares upon the board are supposed to be num- 
bered from I to 64, beginning at the upper left-hand cor- 
ner, upon the side of the board occupied by the black men. 
This is for convenience in referring to positions, or to 
moves in games. 

In recording or giving the moves, the first figures are 



BLACK 



144 HOYLE'S GAMES 

the move of a black man, from 11 to 15, for instance, 
and the figures of the black moves are always joined by a 
hyphen. The next figures are the move of a white man, 
but they are not joined by a hyphen. 

The black men always have the first move. 
As the men never leave the color upon which they 
are first placed, all moves must be diagonal. A man 
can move only one square at a time, and only to a 
square which is in front of him diagonally and is un- 
occupied. 

If the square to which a man might move is occupied 

by an adverse piece, that piece 
can be jumped over if there 
is a vacant square immediately 
beyond him. The capturing 
piece moves to this vacant 
square, and the man jumped 
over is removed from the 
board. Two or more men 
may sometimes be captured si- 
multaneously, as in the posi- 
tion shown in the margin, in 
which the white man on 27 
can jump over three black 
men, taking two in a line, and then turning to the right 
and landing on 2. 

When a piece is open to capture, the player is obliged 
to take it. If he overlooks the capture, or refuses it, his 
adversary can compel him to take back his move and 
make the capture, or can remove from the board, " huff,'* 
the piece that should have made the capture, or can let 
matters stand. If there are two different captures on the 
board at the same time, the player can take his choice of 
them. 




WHITE 



HOYLE'S GAMES 145 

The object of the game is to capture all the oppo- 
nent's men and remove them from the board, or else to 
pin them up in such a manner that he cannot move. 
If neither player can accomplish this, the game is 
drawn. 

When a piece reaches the side of the board farthest 
from that on which it started, it is made a king by plac- 
ing another man upon it as a crown. In diagrams, kings 
are represented with a ring around the man. The black 
man in the lower left hand corner of the last diagram is 
a king. Kings can move forward or backward at pleasure. 



The Openings 

There are certain standard openings, each of which has 
a distinctive name. The moves which constitute the open- 
ing are indicated by the notation already explained, black 
always moving first. The following are the best known, 
arranged in alphabetical order — 





AYRSHIRE 












ALMA. 


LASSIE. 


BRISTOL. 


CENTRE. 


CROSS. 


DEFIANCE. 


DENNY. 


11-15 


II-IS 


II-16 


II-IS 


11-15 


11-15 


10-14 


23 19 


24 20 


24 20 


23 19 


23 18 


23 19 




8-1 1 


8-1 1 


16-19 


8-1 1 




9-14 




22 17 






22 17 




27 23 




3-8 






15-18 











DOUBLE 












DYKE. 


CORNER. 


DUNDEE. 


EDINBURG. 


FIFE. 


GLASGOW. 


KELSO. 


11-15 


9-14 


12-16 


9-13 


11-15 


II-I5 


10-15 


22 17 








23 19 


23 19 




15-19 








9-14 

22 17 

5- 9 


8-1 1 
22 17 
11-16 





146 



HOYLE'S GAMES 











SECOND 






LAIRD 


MAID OF 


OLD 




DOUBLE 


SINGLE 




AND LADY. 


THE MILL. 


I4TH. 


PAISLEY. 


CORNER. 


CORNER. 


SOUTER. 


II-IS 


II-IS 


II-IS 


II-16 


II-I5 


II-I5 


II-I5 


23 19 


22 17 


23 19 


24 19 


24 19 


22 18 


23 19 


8-11 


8-1 1 


8-1 1 








9-14 


22 17 


17 13 


22-17 








22 17 


9-13 


1S-18 


4- 8 








6- 9 







WILL 0' 


WHITE 




SWITCHER. 


WHILTER. 


THE WISP. 


DYKE. 


IRREGULAR OPENINGS. 


II-I5 


II-IS 


11-15 


II-I5 


II-IS 


II-IS 


lo-is 


21 17 


23 19 


23 19 


22 17 


22 17 


23 19 


22 18 




9-14 


9-13 


8-1 1 


8-1 1 


8-1 1 


15-22 




22 17 




17 14 


25 22 


22 17 


25 18 




7-1 1 













Endings 

There are four standard end games which are extreme- 
ly difficult for the inexperienced player to win unless he 
knows the exact method. These are shown in the fol- 
lowing diagrams — 

No. I. No. 2. 

Black to move and win. Black to move and win. 

WHITE WHITE 





BLACK 



BLACK 



No. 3. 
Either to move; 
White to win. 



WHITE 



HOYLE'S GAMES 147 

No. 4. 
Black to play and win. 
White to play and draw. 

WHITE 





BLACK BLACK 

SolutiQn of Position No. i, Black to move and 



win- 



27-32 

8 II 
32-27 
II 7 
27-23 

7 10 

22-26 

A 10 6 

26-31 

6 9 

31-26 

9 6 
26-22 

6 10 
23-18 
10 6 
18-14 

6 I 
22-18 

I 6 
18-15 



6 I 

15-10 

I 5 
10- 6 

5 I 
14-13 

I S 
6- I 

5 9 
I- 5 
9 13 

10-14 

13 9 
14-18 

9 6 
18-15 
30 25 
15-18 

6 10 

s- I 

25 21 



I- 5 
10 6 
18-15 

21 17 

5- I 
6 9 

15-18 

17 13 
18-15 

9 14 

I- 5 
14 17 

15-10 

17 22 

10-14 

22 25 

5- I 
25 22 

I- 6 

22 25 
6-10 



25 22 


18-15 


9 S 


10-15 


5 I 


18-22 


22 25 


15-10 


17 14 


15-18 


I S 


I- 6 


25 21 


10- 6 


S I 


B wins 


S I 


6- 2 




14-10 


I 5 


Var. a. 


I S 


22-17 


30 25 


6- I 


14 9 


23-18 


5 9 


B wins 


10 6 


10-15 






18-14 


B 9 S 


Var. B. 


6 I 


15-18 


9 14 


26-30 


S 9 


I- 5 


25 21 


I- S 


21 17 


30-25 


9 6 


5- I 


I S 


18-15 


17 13 


25-22 


21 17 


I- 5 


5 I 


5- I 


14 17 


22-18 


6 9 


15-10 


I S 


15-18 


B wins 



148 HOYLE'S GAMES 

.1 
Solution of Position No. 2, 'Black to move and win — ^ 



I- 5 
8 II 

5- 9 

II IS 

9-14 

15 II 
14-18 
II 16 
18-1S 

16 20 

iS-ii 
20 24 

3- 7 
24 19 

7-10 
19 23 



10-15 

23 27 

15-19 

27 32 

19-24 

32 28 
24-27 

28 32 
27-31 
32 28 
31-27 
28 32 
27-23 
32 28 
23-18 
28 24 



i«-i4 

24 19 

6-10 

19 23 
10-15 

23 27 

15-19 

27 32 
19-24 
32 28 
24-27 

28 24 
27-32 

24 28 
32-27 
28 32 



27-24 
32 28 
24-19 
28 32 

19-15 
32 28 

15-10 
28 24 
10- 6 
24 19 
14-10 

19 24 
10-15 
24 28 

15-19 
28 32 



19-24 
32 28 
11-16 
28 19 
16-23 

12 8 
23-18 

8 4 
18-14 
4 8 
6- I 
8 II 
14- 9 

13 6 
i-io 

II 16 



10-15 
16 20 

15-19 
B wins 



Solution of Position No. 3, either to move, White to 



win- 



White 


TO Move 


18 


15 


A 6- 


- I 


14 


9 


24- 


-28 


23 


19 


I- 


- 5 


9 


6 


B28- 


-32 


19 


24 


5- 


- 1 


24 


19 


W wins 



Var. a. 

24-28 

23 27 

6- I 
14 10 

28-32 
27 24 

I- 5 
10 6 
W wins 



Var. B. 

5- I 

6 10 

W wins 



Black 
TO Move 


6- 


- I 


18 


15 


C I- 


- 6 


14 


10 


6- 


- 9 


23 


19 


24- 


-27 


15 


18 


D 27- 


-32 


19 


24 


9- 


- 5 


10 


14 


32- 


-28 


24 


27 


W wins 



Var. C. 

I- 5 

14 10 
24-28 
23 19 
28-32 

15 18 
32-27 

10 6 
27-32 
19 23 

5- I 
6 9 
W wins 



Var. D. 

9- 5 
10 6 

27-32 
19 23 

5- I 

6 9 

32-28 

27, 27 

W wins 



HOYLE'S GAMES 149 

Solution of Position No. 4, Black to play and win; or 
White to play and draw — 



22-18 
31 27 
28-24 
27 31 
18-23 
31 26 
Drawn 



Black 
TO Play 


19-24 
32 27 


White 
TO Play 


28-24 


24-28 


31 27 


32 28 


27 32 


23-19 


24-20 


18-22 


27 31 


28 32 


31 27 


19-24 


22-18 


22-26 


32 27 


31 27 


30 22, 


24-20 


23-19 


28-24 


27 32 


27 31 


B wins 






The 


Move 



BLACK 



An important element in checker play is the possession 
of the move. When a player '' has the move " it means 
that if he goes right ahead, without exchanging any men, 
his adversary will either have 
to give him a piece or will be 
unable to move any further. 

Having the move, refers 
only to positions in which 
the number of men on each 
side is equal. In the dia- 
gram in the margin, white 
has the move if it is his turn 
to play. By moving his 
man from 26 to 22, he will 
compel Black to sacrifice a 
piece. 

The exchange of men changes the move. If the black 
man on 6 were on 5, the man on 9 could be exchanged 




WHITE 



I50 HOYLE^S GAMES 

for the white man on i8, which would give Black the 
move, even If White did play 26 to 22. 

In order to find out who has the move when the num- 
ber of men on both sides are equal, count up all the pieces, 
black and white, standing upon the four .vertical rows 
beginning on your side of the board with a black square ; 
or count up the pieces on the four vertical rows beginning 
with a white square; but whichever you select, do not 
count any men upon the other. 

If the last diagram is counted from the black squares 
nearer you, you will find five pieces on the black system. 
In the first vertical row, beginning at the left, one black 
man; in the second vertical row, two white men; in the 
third vertical row, one black man ; and in the fourth verti- 
cal row, one white man, making five in all. The three 
other men are on your white system. 

When the number thus found is odd, the player whose 
turn it is to move has the move. When it is even, his 
opponent has the move. After White has moved 26 to 
22, the men upon the black system will be even, and as it 
will then be Black's move, he has not the move. If he 
could exchange without losing a man, he could take the 
move away from White. 



THE LAW OF CHECKERS 

1. The Standard board must be of light and dark 
squares, not less than fourteen inches nor more than six- 
teen inches across said squares. 

2. The board shall be so placed that the bottom corner 
square, on the left hand, shall be black. 

3. The Standard men, technically described as White 
and Black, must be light and dark (say white and red. 



HOYLE^S GAMES 151 

or yellow and black), turned, and round, not less than 
one inch, nor more than ii/4 inches in diameter. 

4. The men shall be placed on the black squares. 

5. The black men shall invariably be placed upon the 
real or supposed first twelve squares of the board, the 
white upon the last twelve squares. 

6. Each player shall play alternately with the black 
men, and lots shall be cast for the color only once, viz., 
at the beginning of the play — the winner to have his choice 
of taking black or white. 

7. The first play must invariably be made by the person 
having the black men. 

8. At the end of five minutes [if the play has not been 
previously made], ** Time '' must be called by the person 
appointed for that purpose, and if the play is not com- 
pleted in another minute, the game shall be adjudged 
lost through improper delay. 

9. When there is only one way of taking one or more 
pieces. Time shall be called at the end of one minute, and 
if the play is not completed in another minute, the game 
shall be adjudged lost through improper delay. 

10. Either player is entitled, on giving intimation, to 
arrange his own or his opponent's pieces. After the move 
has been made, however, if either player touch or arrange 
any piece without giving intimation to his opponent, he 
shall be cautioned for the first offense, and shall forfeit 
the game for any subsequent act of the kind. 

11. After the pieces^ have been arranged, if the person 
whose turn it is to play touch one, he must either play 
it or forfeit the game. When the piece is not playable, he 
forfeits according to the preceding law. 

12. If any part of a playable piece is moved over an 
angle of the square on which it is stationed, the move 
must be completed in that direction. 



152 HOYLE'S GAMES 

13. A capturing play, as well as an ordinary one, is 
completed whenever the hand has been withdrawn from 
the piece played, although one or more pieces should have 
been taken. 

14. The Huff or Blow is to remove from the board, 
before one plays his own piece, any one of the adverse 
pieces that might or ought to have taken, but the Huff 
or Blow never constitutes a play. 

15. The player has the power to huff^ compel the cap- 
ture, or let the piece remain on the board, as he thinks 
proper. 

16. When a man first reaches any of the squares on the 
opposite extreme line of the board, it becomes a King, and 
can be moved backward or forward. The adversary must 
crown the new King, by placing a captured man on the 
top of it, before he makes his own move. 

17. A player making a false or improper move for- 
feits the game to his opponent. 

18. When taking, if either player removes one of his 
own pieces, he cannot replace it; but his opponent can 
either play or insist on the man being replaced. 

19. A Draw is when neither of the players can force 
a Win. When one of the sides appears stronger than 
the other, the stronger is required to complete the Win, 
or to show a decided advantage over his opponent within 
forty of his own moves — to be counted from the point 
at which notice was given, — failing which, the game must 
be abandoned as Drawn. 

20. Anything which may annoy or distract the atten- 
tion of the player is strictly forbidden; such as making 
signs or sounds, pointing or hovering over the board, un- 
necessarily delaying to move a piece touched, or smoking. 
Any principal so acting, after having been warned and 
requested to desist, shall forfeit the game. 



HOYLE^S GAMES 153 

21. While a game is pending, neither player is per- 
mitted to leave the room without giving a sufficient rea- 
son, or receiving the other's consent or company. 

22. A player committing a breach of any of these laws 
must submit to the penalty, which his opponent is equally 
bound to exact. 

23. Any spectator giving warning, either by sign, sound, 
or remark, on any of the games, whether played or pend- 
ing, shall be ordered from the room. 

24. Should any dispute occur, not satisfactorily deter- 
mined by the preceding laws, a written statement of facts 
must be sent to a disinterested arbiter having a knowledge 
of the game, whose decision shall be final. 



I 



-.osmg oame 



This is checkers played to lose, the object of each player 
being to give away all his men, or to pin them up so that 
he cannot move them. The player who first succeeds in 
doing this wins the game. 



Polish Draughts 

This diiJers from the ordinary game in allowing men 
to capture backward, although they can move forward 
only. If a man arrives at the king row after jumping 
over a man, and goes backward to jump over another 
man on the same move, he does not get a crown and is 
not a king. To become a king he must stop on the king 
row for the time between moves. 

Kings have the special privilege of moving any distance 
in a straight line and of capturing any piece that has a 



154 



HOYLE'S GAMES 



BLACK 




WHITE 



vacant square immediately be- 
yond it. In jumping over a cap- 
tured piece, the king need not 
stop on the square immediately 
beyond, but can go on as far as 
his way is not blocked, and may 
turn the corner to capture an- 
other piece if it offers. The 
king in the margin could cap- 
ture all four of the white men 
on the board in one move, by 
turning continually to the left. 



Devil and Tailors 

This is played with four white men opposed to onl 
black one. The player with the white men ranges them 
along the edge of the board nearer to him, while the devil 
may be placed on any of the four squares on the opposite 
edge. White and black move alternately, white playing 
first, one square at a time. 

There are no jumps or captures, the object of the game 
being for the white men to pin in the black man so that 
he cannot move. While the white men can go forward 
only, the black man can move backward or forward in 
his efforts to escape. Once he gets through the white men, i 
the game is his. 



HOYLE'S GAMES 155 



CHESS 

Chess is a game for two players, who have between 
them a board divided into sixty-four squares, alternately 
light and dark. The right-hand corner of the board 
nearer the player must be a light colored square. 

Each player is provided with sixteen men, eight of 
which are pieces and eight pawns. The men belonging 
to one side are called the black men, and the others are 
the white men. The names of the various pieces, and the 
signs by which they are represented in all chess diagrams, 
are as follows — 

^m King. 'W' Queen. 

MRook, or castle. w Bishop. 
Knight. A Pawn. 



The fighting value of these pieces is usually estimated 
as follows — 

A King is worth 4J pawns. 

A Queen is worth i 5 pawns. 

A Rook is worth 9J pawns. 

A Bishop is worth 5 J pawns. 

A Knight is worth 3^ pawns. 

The choice of men for the first game is drawn for. 
Two pawns of diiferent colors are concealed, one in each 
hand, and the choice is offered to one of the players. 



156 HOYLE'S GAMES 

Whichever color he gets is the color of the men with 
which he plays the first game. After that, each takes the 
white men alternately. 

The pieces are then set up on the board in the follow- 
ing position — 

BLACK. 



i„ M^ ■, 



m 'mm. 



m a iii a ill k ili 



ifi: 



mmmMmkMJm. 



"^.^/////A 



P^i A r^f 



y/^^///.'^'^^=^ ''<//h7^^/ 



WHITE. 



It should be observed that each queen must stand on her 
own color, and pieces of the same denomination must be 
opposite each other. The player with the white men 
always has the first move. 

The object of the game is to place the adverse king in 
such a position that he could not escape capture if he 
were a capturable piece. But the king is the only piece 
on the board that cannot be captured. When he is in 
such a position that he would be in danger of capture 
on the next move if he were not a king, the adversary 
says '* check,'' and the king must either move out of 



HOYLE'S GAMES 157 

check, or interpose some piece to shield himself, or take 
the attacking piece. If he cannot do any of these things, 
he is " mated " and loses the game. If neither can mate 
the other, the game is drawn. 

The whole strategy of the game turns upon this attack 
and defense of the king. Each piece has a ^^ move '' pecul- 
iar to itself and, with the exception of the pawns, any 
piece can capture and remove from the board any one of 
the opponent's pieces that it finds in its path ; not by jump- 
ing over it, but by occupying the square on which the 
captured piece stood. It is not compulsory to capture a 
piece except when there is no other way of getting out 
of check. 

The Moves 

The pawns move only in one direction, straight for- 
ward, one square at a time, except that when they 
first leave their original position they have the privilege of 
moving forward two squares instead of one if they wish to 
do so. If another piece is directly in the path of a pawn, 
it cannot move forward, but if there is an opposing piece 
diagonally in front of the pawn to the right or left, that 
piece may be captured by the pawn, and removed from the 
board, the pawn taking its place. This, of course, takes 
the pawn off its original line of advance and it must 
thereafter pursue the new line straight forward, unless it 
makes other captures. 

After a pawn has crossed the middle of the board, it 
is called a ** passed pawn," and should an opponent's pawn 
attempt to pass it on the file to the right or left by mov- 
ing two squares at a time, the passed pawn could capture 
it en passant^ removing it from the board and taking the 
position that the adverse pawn would have occupied had 
it moved only one square instead of two. 



iS8 



HOYLE'S GAMES 



Should a pawn succeed in reaching any square on the 
last row, where it can go no farther, it may be exchanged 
for any piece that the player may name, except a king, 
even if the piece named, such as a queen, is still on the 
board. As a queen is the piece usually asked for, this is 
called ** queening the pawn/' 

The knight has a movement peculiar to itself, as it 
is the only piece that can jump over the heads of 
other pieces, and always changes the color of the square 
upon which it stands. The nearer to the middle of the 
board the knight stands, the wider its range of attack. 
The black knight in the diagram commands all the eight 
white pawns that surround it, and could be moved to any 
of those squares. Either of the white knights could be 
moved to the squares occupied by the black pawns nearer 
to it. 

BLACK. 



m. «., 



w/m W 'W ^ 
^. ■ mJ>. w/m 
wm ww/a o V//////A Wy. 






mA.M>A.M>A3//m. 



,BI^ ■ III^ B 



WHITE. 



I 



HOYLE'S GAMES 159 

The strength of the knight lies in the fact that it can 
attack a piece while safe from attack itself. The knight 
is the only piece that can be moved from its place at the 
beginning of the game without first moving a pawn. 
A The bishop can move any number of squares at a 
*==^ time, forward or backward ; but it can never leave 
the color upon which it originally stood, so that all its 
movements are diagonal, and it can go only as far as it 
has a clear path, not being allowed to jump over any- 
thing. 

The rooks, or castles, can move any number of 
squares at a time, forward or backward, along any 
row or file that is open; but they cannot move diagonally 
nor jump over anything. 

The queen combines the movements of the rook and 
bishop, as she can move any number of squares at 
a time, forward or backward, along any diagonal, row, 
or file; but she cannot jump over anything. 
^j The movement of the king is the same as that of the 
^^ queen, but he cannot move more than one square 
at a time in any direction. While the king can capture 
any piece that he finds in his path, he cannot himself be 
captured; therefore he cannot move to a square which 
would expose him to attack from an adverse piece or pawn. 
This is called moving into check. For the same reason, 
the kings cannot approach within one square of each 
other. 

Castling 

If the pieces standing between the king and the rook, 
on either side, have been moved away, so that the space 
is clear, the player is allowed to move the king two squares 
toward the rook, and to place the rook on the other side 
of the king, provided neither of the pieces has been moved. 



i6o 



HOYLE'S GAMES 



and also provided that the king does not pass over any 
square vi^hich is attacked by an adverse piece. A king 
cannot castle to get out of check. 

The following diagram shows the position after the 
black king has castled with the queen's rook — 

BLACK. 






■" 



''m 



B 



"^///yy/// 



i 






m 



The following diagram will give one an idea of the 
appearance of the actual men, as they appear on the chess- 
board, compared to the types used to identify them in 
print — 




QUEEN. BISHOP. KNIGHT. ROOK. PAWN. 



TYPES, FOR DIAGi 



CHESS TYPES, FOR DIAGAMS. 



HOYLE'S GAMES 



i6i 



This IS what is called the Staunton model, made in vari- 
ous sizes to fit the board upon which they are to be used. 
The sets are distinguished by the height of the king in 
inches, the largest size being a five-inch king, which has 
a two-inch base, and requires a board twenty-four inches 
square to play upon. A 3% inch king is quite large 
enough for ordinary purposes. 



The Mates 



When the adversary places a piece so that it attacks 
the king, he must say ^^ check.'' When the king is in 
check, it must either move out of check, interpose a piece 
to shield it, or capture the attacking piece. If he cannot 
do this, it is '^ checkmate " and the game is lost. 

The following diagram shows a simple form of check- 
mate — 

BLACK. 



« SI ^. ^ « 



ipi m 



m ^^?S^ W/////A 

WM ^^ W^ h ^1 
fM ■ |W| 1 |S 



m ^m. 



Check has just been given by the white rook. The 
black king cannot move out of check from the rook with- 
out going within one square of the adverse king, which 
is not allowed. 'Black can interpose the knight or take 
the rook with the queen. If the knight is inter- 
posed, the rook captures it, repeating the check, and giv- 



l62 



HOYLE^S GAMES 



ing mate. If the queen takes the rook, the other white 
rook takes the queen,; and the interposition of the knight 
then postpones the mate only one more move. 

Smothered mate is always the result of the final check 
being given by a knight, when the king is so smothered 
up by his own pieces that he cannot move. In the fol- 
lowing diagram, the black queen gives check by moving 
two squares to the left — 



H 


i 


1 




B 1 


II 


I 


l^B 


^11 


i 




-Si If ill 




m> ^ 


g''^M.,u. ^^ ^ il 


^^j 


■J 




'ymz/^m mm M 



\ 



WHITE. 



The king moves into the corner, and the black knight 
gives check, forcing the king back again. The knight then 
goes to the edge of the board, making a double check from 
knight and queen. The only way out of a double check 
is to move, so the king goes back in the corner again; , 
because if he went the other way, the queen would mate j 
at once. The queen comes down alongside the king, 
check, protected by the knight. The white rook takes the 
queen, and then the knight checks again, and the smoth- 
ered king is mated. 

Perpetual check is a common method of securing a 
drawn game. It is usually resorted to by the player whose 
forces are so reduced that he cannot win. Although he is 
unable to mate the other king, he can prevent being mated 
himself by perpetually checking. 



HOYLE'S G/^MeS 163 

In the following position, Wl^ve threatens mate by 
checking with the knight: 



BLACK. 



II * B.,,,, 'ilii. 






IP 






Iff ^ 



IMl 






iii ^ 



Ef^. 



i SI 1% 



^^ ^^^^^^^ ^^^^^ W/////a^^ ^^^^^ 



WHITE. 



If the pawn takes the knight, the white pawn will re- 
take, discovering check from the queen, and mate next 
move. To avoid this, the black king moves, and the 
knight takes the black pawn, giving check again. There 
is nothing for the black king but to go back to the cor- 
ner, and the knight repeats the check. These two checks 
can obviously be kept up indefinitely, so that White draws 
the game by perpetual check. 

A stalemate is when the king is not in check, but can- 
not move without going into check, and has no other 
piece on the board free to move instead of the king. In 
the following position, if it were white's move he could 
mate at once with the queen; but the black rook moves 



164 



h|o 



>LE'S GAMES 



forward two squaresv^^j as to pin the queen, which cannot 
move without putting her own king in check, which is not 
allowed. 



BLACK. 




White must take the rook or lose his queen. If he 
takes the rook, black draws the game by stalemate; be- 
cause he cannot move his king without going into check, 
and there is no other piece he can move. Stalemate is 
always a drawn game. 



Chess Notation 

The squares which run vertically from the player to 
the other side of the board are called ^' files," and each 
file takes its name from the piece standing upon it. The 
squares running horizontally are called '^ rows." 

In describing the movement of pieces, or in recording 
games, the name of the file and the number of the row 
indicate the square to which the piece is moved. The 
piece which is moved is indicated by its initials; the bish- 
ops, knights, and rooks being distinguished one from the 
other by prefixing the initial K or Q, according to the 
side of the board on which the piece originally stood, 
King's side, or Queen's side. The KB means that bishop 
that stood next the king, and KB-QB4, would mean that 



HOYLE'S GAMES 



165 



the king's bishpp was moved to the queen's bishop's file, 
fourth row. The following diagram will show how every 
square on the board can be indicated by this combination 
of initials and figures: 

NAMES OF FILES. 
QR I QKt I QB I Q I K I KB I KKt | KR | 



Black. 



P^ 3 

U 4 

< 

o 

CO 6 

M 
pq 7 

^ 8 



mm:-^''-^S^-mJ^-^ 






J Mk ■ 4 li 

m. 



IP 



fli a iii iii a III 
^p 



■!■*■ ■ 



QR IQKtl QB I Q I K I KB I KKti KR 
NAMES OF FILES. 



8 CO 

5 

O 

4 

CO 

3 M 

:^ 

2 iz; 



White. 



In order to distinguish the White's moves from the 
Black's, they are always written together, the White 
above the line and the Black below. The position shown 
in the diagram was arrived at by these moves: 



P-K4 



P-K4 



Kt-KB3 
Kt-QB3 



. B-QKt5 



It is not necessary to specify which Kt or B was the 
one^ moved, if only one can reach the square named. 



£66 HOYLE'S GAMES 



Openings 



The following are the standard openings of the game 
that are given in all the text-books: 



Allgaier Gambit : — 






P-K4 ^ P-KB4 


Kt-KB3 


^ P-KR4 


P-K4 P X P 


P-KKt4 


P-Kt5 


Boden-Kieseritzky Gambit: — 






P-K4 B-B4 

1 ■ 2 ~ 

P-.K4 Kt-KB3 


Kt-KB3 
KtxP 


Kt-B3 

4 — 

KtxKt 


Berlin Defence: — 






P-K4 ^ B-B4 
P-K4 Kt-KB3 


Q-K2 

3^ 

Kt-QB3 


^P-QB3 
B-B4 


Blackmar Gambit : — 






,P-Q4 ^P-K4 
P-Q4 P X P 


^P-KB3 
PxP 


KtxP 

4 ■ 

B-B4 


Calabrese Counter Gambit :— 






P-K4 B-B4 

1 3 

P-K4 P-KB4 


„P-Q3 
Kt-KB3 


P-B4 
P-Q4 


Centre Gambit: — 






^P-K4 „P-Q4 


QxP 

3^ 

Kt-QB3 


,Q-K3 


P-K4 P X P 


B-Kt5 ch 


Centre Counter Gambit : — 






P-K4 PxP 
1 ^ 3 


„Kt-QB3 


/-Q4 



P-Q4 QxP Q-Q sq Kt-KB3 



HOYLE'S 


GAMES 


167 


Classical Defence, to K. B. opening:^ 




^P-K4 „B-B4 


3P-QB3 


1P-Q4 


P-K4 B-B4 


Kt-KB3 


PxP 


Cunningham Gambit : — 






P-K4 „P-KB4 


Kt-KB3 


. B-B4 


P-K4 PxP 


B-K2 


B-R5 ch 


Cochrane Gambit : — 






P-K4 P-KB4 

1 1 3 ± 

P-K4 PxP 


Kt-KB3 
P-KKt4 


^B-B4 
P-Kt5 


Danish Gambit: — 






^P-K4 „P-Q4 


3P-QB3 


^B-QB4 


P-K4 PxP 


PxP 


Kt-KB3 


English Opening: — 






^P-QB4 „P-B4 


3P-Q3 


^Kt-QB3 


P-QB4 P-B4 


Kt-KB3 


P-Q3 


Evans' Gambit: — 






P-K4 „Kt-KB3 


^B-B4 


^P-QKt4 


P-K4 Kt-QBs 


B-B4 


BxKtP 


Evans' Gambit Declined: — 






P-K4 „K:t-KB3 


B-B4 
3 ^ 


/-QKt4 


P-K4 Kt-QB3 


B-B4 


B-Kt3 


Fianchetto Opening: — 






^P-K3 „P-QB4 


3Kt-QB3 


PxP 
4 



P-K4 Kt-KB3 P-Q4 Kt X P 



i68 HOYLE'S 


GAMES 




Fianchetto Defence: — 






^P-K4 „P-Q4 
P-QKt3 P-K3 


„B-Q3 , 
B-Kt2 


Kt-K2 
Kt-KB3 


Four Knights: — 






P-K4 ^Kt-KB3 


Kt-B3 
3 


,B-Kt5 


P-K4 Kt-QB3 


Kt-B3 


B-Kt5 


French Defence: — 






^P-K4- „P-Q4 


„Kt-QB3 


B-KKt5 


P-K3 P-Q4 


Kt-KB3 


B-K2 


From Gambit: — 






P-KB4 P X P 
1 2 

P-K4 P-Q3 


Px P 

3 

Bx P 


Kt-KB3 
Kt-KB3 


Giuoco Piano: — 






P-K4 „Kt-KB3 
P-K4 Kt-QB3 


B-B4 

3 

B-B4 


P-B3 

4 ~ 

Kt-B3 


Greco-Counter Gambit: — 






^P-K4 „Kt-KB3 


Ktx P 
3 ■ 


/-Q4 


P-K4 P-KB4 


Q-B3 


P-Q3 


Hamppe-Allgaier Gambit : — 






^P-K4 „Kt-QB3 
P-K4 Kt-QB3 


^P-B4 
Px P 


Kt-B3 
P-KKt4 


Hungarian Defence: — 






P-K4 Kt-KB3 

1 2 ^ — 


B-B4 

3 • 


J-Q4 



P-K4 Kt-QB3 B-K2 P-Q3 





HOYLE'S 


GAMES 


169 


Irregular Openings: — 






P-K4 
P-K4 


„P-QB3 
P-Q4 


Kt-B3 

3 

Px P 


Ktx P 
B-Q3 


P-K4 


/-Q4 


3B-Q3 


/-QB3 


P-Q3 


Kt-KB3 


Kt-QB3 


P-K4 


P-K4 
P-QB3 


/-Q4 
P-Q4 


Px P 

3 ■— 

Px P 


^B-Q3 
Kt-QB3 


jP-K4 


„P-Q4 


Px P 
3 


P-KB4 


Kt-QB3 


P-K4 


KtxP 


Kt-Kt3 


Jerome Gambii 


t:— 






jP-K4 
P-K4 


^Kt-KB3 
Kt-QB3 


B-B4 

3 

B-B4 


B X P ch 

4 

Kx B 


Kieseritzky Gambit: — • 






P-K4 


„P-KB4 


Kt-KB3 


P-KR4 


P-K4 


Px P 


P-KKt4 


P-Kt5 


King's Bishop's 


Gambit: — 






P-K4 
P-K4 


P-KB4 

3 

Px P 


B-B4 
Q-R5ch 


K-Bsq 

4 

B-B4 


King's Bishop's 


; Pawn Game : — 






^P-KB4 
P-K3 


„Kt-KB3 
Kt-KB3 


P-K3 

3 ^ 

B-K2 


B-Ka 
P-QKt3 


King's Knight 


Opening. Irregular Defences: 


; — 


P-K4 

1 ~ 

P-K4 


^Kt-KB3 
P-KB3 


KtxP 

3 

Q-Kz 


Kt-KB3 
P-Q4 


jP-K4 


^Kt-KB3 


Kt-B3 
3 ^ 


P-Q4 



P-K4 Q-B3 P-B3 PxP 



I70 HOYLE'S GAMES 

King's Knight Opening. Irregular Defences: — Continued 



P-K4 

1 T 

P-K4 


^Kt-KB3 
B-Q3 


B-B4 

3 

Kt-KB3 


^P-Q4 
Kt-B3 


P-K4 

1 

P-K4 


^Kt-KB3 
B-B4 


Ktx P 

3 

Q-K2 


/-Q4 
B-Kt3 


King's Gambit 


: — 






P-K4 

1 

P-K4 


^P-KB4 
Px P 


3P-Q4 
Q-R5 ch 


K-K2 
4 

P-Q4 


P-K4 

1 

P-K4 


P-KB4 

3 ■ 

PxP 


P-KR4 
3 

P-Q4 


PxP 

4 

QxP 


jP-K4 


P-KB4 
2 ■ 


Kt-KB3 


B-B4 


P-K4 


PxP 


P-KKt4 


B-Kt2 


jP-K4 


^P-KB4 


^P-KR4 


Kt-KB3 


P-K4 


PxP 


B-K2 


Kt-KB3 


King's Gambit 


Declined : — 






^P-K4 


„P-KB4 


PxQP 


^Kt-QB3 


P-K4 


P-Q4 


QxP 


Q-K3 


Max Lange's Attack:— 






^P-K4 
P-K4 


^Kt-KB3 
Kt-QB3 


B-B4 

3 

B-B4 


Castles 
Kt-B3 


Muzio Gambit 


— 






jP-K4 


P-KB4 

3 


Kt-KB3 


.B-B4 

4 



P-K4 PxP P-KKt4 P-Kt5 



HOYLE'S GAMES 171 
Petroff's Counter Attack: — 

P-K4 Kt-KB3 Kt X P K-KB3 

1 2 ^— 3 4 ^— 

P-K4 Kt-KB3 P-Q3 Kt X P 

Philidor's Defence: — 

P-K4 Kt-KB3 P-Q4 Kt X P 

^ 3 2_ 3 4- 



P-K4 P-Q3 PxP P-Q4 

Pierce Gambit: — 

P-K4 Kt-QB3 P-B4 Kt-B3 

1 3 ^-^ — 3 4 — 

P-K4 Kt-QB3 PxP P-KKt4 

Queen's Pawn Counter Gambit: — 

P-K4 Kt-KB3 „PxP ,P-Q4 



P-K4 P-Q4 B-Q3 P-K5 

Queen's Gambit: — 

P-Q4 P-QB4 P-K3 B x P 

1 — ^^ • 3 — ^-!^ 3 4- 



P-Q4 PxP P-K4 PxP 

P-Q4 „P-QB4 P-K4 P-Q5 



P-Q4 PxP P-K4 P-KB4 

P-Q4 „P-QB4 Kt-KB3 P-K3 



P-Q4 


PxP 


P-K3 


• Kt-KB3 


Queen's Pawn Game: — 






jP-Q4 
P-Q4 


P-K3 

2 ^ 

P-K3 


Kt-KB3 
Kt-KB3 


B-K2 

4 

B-K2 


Ruy Lopez:— 








jP-K4 


^Kt-KB3 


3B-Kt5 


B-R4 

4 



P-K4 Kt-QB3 P-QR3 Kt-B3 



172 HOYLE'S 


GAMES 




Salvio Gambit: — 






^P-K4 „P-KB4 


^Kt-KB3 


^B-B4 


P-K4 P X P 


P-KKt4 


P-Kt5 


Scotch Game: — 






P-K4 „Kt-KB3 
P-K4 Kt-QB3 


3P-Q4 

Px P 


Ktx P 

4 

B-B4 


Sicilian Defence: — 






^P-K4 „Kt-QB3 


3Kt-B3 


,P-Q4 


P-QB4 Kt-QB3 


P-K3 


Px P 


Staunton's Opening: — 






P-K4 Kt-KB3 

1 2 ^— 

P-K4 Kt-QB3 


P-B3 

3 ^ 

P-B4 


/-Q4 
P-Q3 


Steinitz Gambit: — 




1 


^P-K4 „Kt-QB3 


^P-KB4 


,P-Q4 


P-K4 Kt-QB3 


Px P 


Q-R5 ch 


Three Knights' Game: — 






P-K4 „Kt-KB3 


Kt-B3 
3 


/-Q4 


P-K4 Kt-KB3 


P-Q3 


PxP 


Two Knights' Defence: — 






P-K4 „Kt-KB3 


B-B4 

3 ^ 


^Kt-Kt5 


P-K4 Kt-QB3 


Kt-B3 


P-Q4 


Vienna Opening:^ — 






^P-K4 „Kt-QB3 
P-K4 B-B4 


P-B4 
3 

P-Q3 


Kt-B3 
Kt-KB3 



HOYLE'S GAMES 173 

Zukertort's Opening: — • 

Kt-KB3 P-Q4 P-K3 B-K2 

X 2 — 2 — ^^ 3 4- 



P-K3 Kt-KB3 P-QKt3 B-Kt2 

When one player is strong enough to give the other 

odds, these odds usually take the form of the first move, 
combined with a pawn, or a piece without the move. The 
following are the accepted openings : 

Pawn and Move: — 

^ P-K4 ^ P-Q4 3 Q-R5 ch ^Q-K5 



P-K4 


,P-K4 


.P-K4 


P-K4 



P-K3 P-Q4 P-KKt3 Kt-KB3 

P-K4 P-Q4 Kt-QB3 P-Q5 



P-Q3 Kt-KB3 Kt-B3 Kt-K4 

P-K4 P-Q4 P-K5 B-QKt5 



Kt-QB3 P-Q4 B-B4 Q-Qz 

P-K4 P-Q4 P X P P-KB4 



Kt-QB3 P-Q4 Kt X P Kt-Bz 



Pawn and Two Moves:- 



,P-Q4 B-Q3 P-Q5 

■ 4- 



P-K3 P-B4 P-Q3 

P-Q4 P-QB4 P-Q5 



P-K3 P-B4 P-Q3 

P-Q4 P-KB4 B-Q3 



P-Q3 P-K3 Kt-K2 

, P-Q4 /-Q5 /-KB4 

'Kt-QB3 Kt-K4 Kt-Bz 



174 • HOYLE'S 


GAMES 




Odds of Queen's Knight: — 






^P-K4 „Kt-B3 
P-K4 P-Q4 


Px P 
3 

P-K5 


Kt-Kc 

4 

QxP 


P-K4 P-KB4 
j[ 2— 


3PXQP 


,Kt-B3 


P-K4 P-Q4 


QxP 


P-K5 


Odds of King's Knight : — 






^P-K4 „B-B4 
P-K4 P-QB3 


Kt-B3 

3 

Kt-B3 


P-Q4 


P-K4 B-B2 

1- ^— 3 


3P-Qa 


0-0 
4 



P-K4 Kt-KB3 B-B4 0-0 

Endings 

There are two endings which are extremely difficult for 
any player to win if he has not mastered the theory of 
them. These are the one with two bishops and a king 
against a king ; and with a bishop, knight, and king against 
a king. 

If the two white bishops are placed on KB4 and KB5, 
the white king on KB6, and the black king on its own 
square, the mate may be given in six moves, as follows: 

B-B7 B-Q? K-Kt6 

1 3^ 3 



K-B sq K-Kt sq K-B sq 

B-Q6 ch B-K6 ch B-K5 mate 

K-Kt sq B-K6 ch 

If it is knight and bishop, place the black king on his 
own square, as before, the white king at KB6; white 
bishop at KB 5, and white knight at KKt5. The secret 



HOYLE'S GAMES 175 

IS to drive the black king into a corner of the same color 
as that upon which the attacking bishop stands. 



Kt-B/ ch 
K-Kt sq 


_^B-K4 
K-Bsq 


B-R7 

3 

K-Ksq 


4 J 

K-Bsq 


.Kt-Qych 
K-Ksq 


K-K6 

K-Qsq 


,K-Q6 

K-Ksq 


B-K6 ch 
K-Qsq 


K-B6 
9 

K-Bsq 


B-B7 

10 '- 

K-Qsq 


Kt-Kt7 ch 

11 

K-B sq 


K-B6 

13 

K-Kt sq 


K-Kt6 

13 

K-B sq 


B-K6 ch 
14 

K-Kt sq 


Kt-B5 
15 

K-Rsq 


B-Q7 
16 ^^— 

K-Kt sq 


Kt-R6 ch 

17 


B-B6 mate 

18 







K-R sq 

The black king may vary his defence at the fourth move 
by going on to the queen's square, instead of to the king's 
bishop's square. In that case, White wins as follows: 

K-K6 Kt-07 B-Qs B-Kt5 

5 6 ^^ 7 ^^ 8- 



K-B2 

Kt-K5 


K-Bz 
Kt-Kt7 ch 


K-Bsq 
B-B4 



K-B3 K-B2 K-Q*s 

Kt-B4 K-Q6 Kt-Rs 

10 11 — 12 ^ 



K-Q sq K-B sq K-Q sq 

K-B6 Kt-Q6 K-B7 

13 '- 14 15 16 ' 



K-Kt sq K-R2 K-R sq 

Kt-B8 ch B-Q5 mate 

17 '■ 18 19 — ^^ 

K-R2 K-R sq 

There are a great many '* pawn endings " which re- 
quire careful study if one wishes to become an expert ; but 
they are too numerous and complicated for a work of this 
kind. 



176 HOYLE'S GAMES 

CODE OF CHESS LAWS 

ADOPTED BY THE FIFTH AMERICAN CHESS 
CONGRESS 

Definitions of Terms Used, — ^Whenever the word 
" Umpire '' is used herein, it stands for any Committee 
having charge of Matches or Tournaments, with power 
to determine questions of chess-law and rules; or for any 
duly appointed Referee, or Umpire; for the bystanders, 
when properly appealed to; or for any person, present or 
absent, to whom may be referred any disputed questions; 
or for any other authority whomsoever having power to 
determine such questions. 

When the word '' move " is used it is understood to 
mean a legal move or a move* to be legally made according 
to these laws. 

When the word " man '' or *^ men '' is used, it is un- 
derstood that it embraces both Pieces and Pawns. 

The Chess-Board and Men, — The Chess-board must be 
placed with a white square at the right-hand corner. 

If the Chess-board be wrongly placed, it cannot be 
changed during the game in progress after a move shall 
have been made by each player, provided the men were 
correctly placed upon the board at the beginning, /. e,, 
the Queens upon their own colors. 

A deficiency in number, or a misplacement of the men, 
at the beginning of the game, when discovered, annuls 
the game. 

The field of the Standard Chess-board shall be twenty- 
two inches square. 

The Standard Chess-men shall be of the improved 
Staunton Club size and pattern. 



HOYLE'S GAMES 177 

First Move and Color, — The right of first move must 
be determined by lot. 

The player having the first move must always play with 
the white men. 

The right of move shall alternate, whether the game ^ 
be won, lost or drawn. 

The game is legally begun when each player shall have 
made his first move. 

Whenever a game shall be annulled, the party having 
the move in that game shall have it in the next game. 
An annulled game must be considered, in every respect, 
the same as if it had never been begun. 

Concessions. — The concession of an indulgence by one 
player does not give him the right of a similar, or other, 
indulgence from his opponent. 

Errors, — If, during the course of the game, it be dis- 
covered that any error or illegality has been committed, 
the moves must be retraced and the necessary correction 
made, without penalty. If the moves cannot be correctly 
retraced, the game must be annulled. 

If a man be dropped from the board and moves made 
during its absence, such moves must be retraced and the 
man restored. If this cannot be done, to the satisfaction 
of the Umpire, the game must be annulled. 

Castling, — The King can be Castled only: 

When neither the King nor the Castling Rook has been 
moved, and 

When the King is not in check, and 

When all the squares between the King and Rook are 
unoccupied, and 

When no hostile man attacks the square on which the 
King is to be placed, or the square he crosses. 

In Castling, the King must be first moved. 

The penalty of moving the King prohibits Castling. 



178 HOYLE'S GAMES 

En Passant, — Taking the Pawn ** en passant^^^ when 
the only possible move, is compulsory. 

Queening the Pawn, — A pawn reaching the eighth 
square must be at once exchanged for any piece (except 
the King) that the player of the Pawn may elect. 

Check, — A player falsely announcing *' check," must 
retract the move upon which the announcement was based 
and make some other move, or the move made must 
stand at the option of the opponent. 

No penalty can be enforced for any offence com- 
mitted against these rules in consequence of a false 
announcement of *' check," nor in consequence of the 
omission of such announcement, when legal ** check " be 
given. 

'' radoube:'—'' y2iAouht:' ''I adjust," or words to 
that effect, cannot protect a player from any of the pen- 
alties imposed by these laws, unless the man or men 
touched, obviously need adjustment, and unless such noti- 
fication be distinctly uttered before the man, or men, be 
touched, and only the player whose turn it is to move is 
allowed so to adjust. 

The hand having once quitted the man, but for an in- 
stant, the move must stand. 

Men overturned or displaced accidentally may be re- 
placed by either player, without notice. 

A wilful displacement, or overturning of any of the 
men, forfeits the game. 

Penalties, — Penalties can be enforced only at the time 
an offence is committed, and before any move is made 
thereafter. 

A player touching one of his men, when it is his turn 
to play, must move it. If it cannot be moved he must 
move his King. If the King cannot move, no penalty can 
be enforced. 



HOYLE'S GAMES 179 

For playing two moves in succession, the adversary may 
elect vi^hich move shall stand. 

For touching an adversary's man, w^hen it cannot be 
captured, the offender must move his King. If the King 
cannot move, no other penalty can be enforced. But if 
the man touched can be legally taken, it must be captured. 

For playing a man to a square to vs^hich it cannot be 
legally moved, the adversary, at his option, may require 
him to move the man legally, or to move the King. 

For illegally capturing an adversary's man, the offender 
must move his King, or legally capture the man, as his 
opponent may elect. 

For attempting to Castle illegally, the player doing so 
must move either the King or Rook, as his adversary may 
dictate. 

For touching more than one of the player's own men, 
he must move either man that his opponent may name. 

For touching more than one of the adversary's men, 
the offender must capture the one named by his opponent, 
or if either cannot be captured, he may be required to 
move the King or capture the man which can be taken, 
at the adversary's option; or, if neither can be captured, 
then the King must be moved. 

A player moving into check may be required, by the 
opposing player, either to move the King elsewhere, or 
replace the King and make some other move — but such 
other move shall not be selected by the player imposing 
the penalty. 

For discovering check on his own King, the player must 
either legally move the man touched, or move the King at 
his adversary's option. In case neither move can be made, 
there shall be no penalty. 

While in check, for touching or moving a man which 
does not cover the check, the player may be required to 



i8o HOYLE'S GAMES 

cover with another piece, or move the King, as the oppos- 
ing player may elect. 

Touching the Squares, — ^While the hand remains upon 
a man, it may be moved to any square that it commands, 
except such squares as may have been touched by it dur- 
ing the deliberation on the move; but if all the squares 
w^hich it commands have been so touched, then the man 
must be played to such of the squares as the adversary may 
elect. 

Counting Fifty Moves. — If, at any period during a 
game, either player persist in repeating a particular check, 
or series of checks, or persist in repeating any particular 
line of play which does not advance the game; or if 
^^ a game-ending " be of doubtful character as to its being 
a win or a draw, or if a win be possible, but the skill to 
force the game questionable, then either player may de- 
mand judgment of the Umpire as to its being a proper 
game to be determined as drawn at the end of fifty addi- 
tional moves, on each side; or the question: ^' Is, or is 
not the game a draw ? " may be, by mutual consent of 
the players, submitted to the Umpire at any time. The 
decision of the Umpire, in either case, to be final. 

And whenever fifty moves are demanded and accorded, 
the party demanding it may, when the fifty moves have 
been made, claim the right to go on with the game, and 
thereupon the other party may claim the fifty move rule, 
at the end of which, unless mate be effected, the game 
shall be decided a draw. 

Stale-Mate, — A stale-mate is a drawn game. 

Time Limit, — The penalty for exceeding the time limit 
is the forfeiture of the game. 

It shall be the duty of each player, as soon as his move 
be made, to stop his own register of time and start that 
of his opponent, whether the time be taken by clocks, 



HOYLE'S GAMES i8i 

sand-glasses, or otherwise. No complaint respecting an 
adversary's time can be considered, unless this rule be 
strictly complied with. But nothing herein is intended to 
affect the penalty for exceeding the time limit as regis- 
tered. 

Abandoning the Game, — If either player abandon the 
game by quitting the table in anger, or in any otherwise 
offensive manner; or by momentarily resigning the game; 
or refuses to abide by the decision of the Umpire, the 
game must be scored against him. 

If a player absent himself from the table, or manifestly 
ceases to consider his game, when it is his turn to move, 
the time so consumed shall, in every case, be registered 
against him. 

Disturbance, — ^Any player wilfully disturbing his adver- 
sary shall be admonished; and if such disturbance be re- 
peated, the game shall be declared lost by the player so 
offending, provided the player disturbed then appeals to 
the Umpire. 

The Umpire, — It is the duty of the Umpire to deter- 
mine all questions submitted to him according to these 
laws, when they apply, and according to his best judg- 
ment when they do not apply. 

No deviation from these laws can be permitted by an 
Umpire, even by mutual or general consent of the play- 
ers, after a match or tournament shall have been com- 
menced. 

The decision of the Umpire is final, and binds both 
and all the players. 



i82 HOYLE^S GAMES 

Rules for Playing the Game at Odds 

I. In games where one player gives the odds of a piece, 
or ^^ the exchange/' or allows his opponent to count 
drawn games as won, or agrees to check-mate with a 
particular man, or on a particular square, he has the 
right to choose the men, and to move first, unless an 
arrangement to the contrary is agreed to between the 
combatants. 

II. When the odds of Pawn and one move, or Pawn 
and more than one move are given, the Pawn given must 
be the King's Bishop's Pawn when not otherwise pre- 
viously agreed on. 

III. When a player gives the odds of his King's or 
Queen's Rook, he must not Castle (or more properly 
speaking leap his King) on the side from which the Rook 
IS removed, unless before commencing the game or match 
he stipulates to have the privilege of so doing. 

IV. When a player undertakes to give check-mate with 
one of his Pawns, or with a particular Pawn, the said 
Pawn must not be converted into a piece. 

V. When a player accepts the odds of two or more 
moves, he must not play any man beyond the fourth 
square, i. e., he must not cross the middle line of the 
board, before his adversary makes his first move. Such 
several moves are to be collectively considered as the first 
move of the player accepting the odds. 

VI. In the odds of check-mating on a particular square 
it must be the square occupied by the King mated, not by 
the man giving the mate. 

VII. The player who undertakes to win in a particu- 
lar manner, and either draws the game, or wins in some 
other manner, must be adjudged to be the loser. 



HOYLE'S GAMES 183 

In all other respects, the play in games at odds must 
be governed by the regulations before laid down. 

RULES FOR PLAYING CORRESPONDENCE 
AND CONSULTATION GAMES 

I. In playing a game by correspondence or in consulta- 
tion, the two parties shall always agree beforehand in 
writing or otherwise as to the persons who are to take 
part in the contest, as to the time and mode of trans- 
mitting the moves, as to the penalties to be inflicted for 
any breach of the contract, and as to the umpire or referee. 

II. In games of this description each party is bound by 
the move dispatched; and in this connection the word 
move refers to what is intelligibly written, or delivered 
viva voce. 

In any game the announcement of a move which does 
not include the actual transfer of a man from one square 
to another, shall be considered as a move not intelligibly 
described within the meaning of this section. 

III. Each party must be bound by the move commu- 
nicated in writing, or by word of mouth, to the adversary 
whether or not it be made on the adversary's board. If 
the move so communicated should prove to be different 
from that actually made on the party's own board, the 
latter must be altered to accord with the former. 

IV. If either party be detected in moving the men 
when it is not their turn to play, or in moving more than 
one man (except in castling) when it is their turn to 
play, they shall forfeit the game, unless they can show 
that the man was moved for the purpose of adjusting or 
replacing it. 

V. If either party has, accidentally or otherwise, re- 
moved a man from the board, which has not been cap- 



i84 HOYLE'S GAMES 

tured in the course of the game, and made certain moves 
under the impression that such man was no longer in play, 
the moves must stand, but the man may be replaced 
whenever the error is discovered. 

VI. If either party permit a bystander to take part in 
the contest, that party shall forfeit the game. 




CHINESE FAN TAN 

A BANKING game, in which a card is placed on the 
table with the corners numbered, as shown in the mar- 
gin. If the players put their money 
on a corner, it is a bet upon the sin- 
gle number; if on the edge, it is bet 
upon the two numbers between 
which the bet is placed, as against the 
two on the opposite side of the card. 
The banker takes a handful of beans or small count- 
ers of any kind from a bowl, places them on the table, 
and counts them off, four at a time, with a little stick. 
The number left at the end decides the bets. If the 
counters run out in even fours, 4 wins. Sometimes the 
beans to be counted are withdrawn before the bets are 
placed and counted afterward, being covered in the mean- 
time. 

Bets on a single number pay 3 for i. Bets on the edge, 
double numbers, pay even money. 



HOYLE'S GAMES 



i8s 



CHUCK LUCK 
Or Sweat 

This is a dice game, sometimes mistakenly called 
hazard. Three dice are thrown on a layout, upon which 
appear the various chances that the players may bet upon, 
and the odds that will pay them if they win: 



HIGH. 



EVEN MONEY. 


Single Numbers. 


1 1 3 1 3 1 4 1 5 


6 



LOW. 



18 i 17 I 16 I 15 I 14 I 13 I 12 I 11 I 10 I 9 I 8 | '7 | 6 | 5 | 4 | 3 



i8o I 6o I 29 I i8 I 12 



8 


6 1 6 1 6 1 


6 


8 




Raffles. 


1 


3 1 3 1 4 1 


5 


6 


l8o FOR I. 



I 12 I i8 I 29 I 6o I i8o 



ODD. 



EVEN. 



I 



Bets on single numbers refer to the face of the dice 
when they are cast. If the number bet upon comes up 
on any of the three dice, it is paid, even money. If it 
comes up on two dice, it pays double; but if the three 
dice are alike it is a *^ raffle '' and the banker takes all the 
bets on the layout except those on raffles. 

All throws from ii to i8 are "high." Throws from 
3 to lo are " low." These, together with " odd " and 
'' even," pay even money. 



i86 HOYLE'S GAMES 

CINCH 
Double Pedro, or High Five 

Four players, two being partners against the others. 
Fifty- two cards, which rank AKQJ10987654 
3 2; except that the 5 of the same color as the trump 
suit, *^ left pedro,'* is a trump, and ranks between the 5 
and 4 of the trump suit. Highest cut deals the first 
hand ; ace is high. Nine cards to each player, 3 at a time. 
No trump turned. 

Game is 51 points, 14 of which are made in every 
deal. The points are I each for the ace, deuce, jack, and 
ten of trumps, and 5 each for the " right '^ and '' left '' 
pedros, which are the 5 of the trump suit and the 5 of 
the same color. Everything counts for the side winning it. 

Players bid in turn, beginning with the eldest hand, for 
the privilege of naming the trump suit. The number 
offered is what the player thinks he can make, with his 
partner's assistance. There are no second bids, and the 
highest bidder names the trump suit. 

Each player in turn, beginning with the eldest hand, 
then discards face upward on the table everything but 
trumps, the dealer giving him enough fresh cards from 
the top of the pack to restore his hand to six cards, with 
which he plays. After the others are helped, the dealer 
can search the remainder of the pack and help himself 
to all the trumps he can find. 

The maker of the trump leads any card he pleases, no | 
matter who dealt. Any player may trump a plain suit; | 
but if he does not trump, he must follow suit if he can. [i 

After the hand is played out, each side counts the points j?i 
it has taken in. If the bidder's side has made good, thefl 



HOYLE'S GAMES 187 

lower score is deducted from the higher and the differ- 
ence is the number of points won. If the bidder fails, 
the adversaries add the amount of the bid to any points 
they may have made, and the bidder scores nothing. Sup- 
pose A-B bid 8 and made 10. They deduct the 4 made 
by the adversaries, leaving them 6 to score. But if A-B 
bid 8 and made 5 only, the adversaries would score the 
8 bid and the 9 points they made in play, 17 altogether, 
A-B getting nothing. 

Penalties 

A deal out of turn must be stopped before the last three 
cards are laid off. 

The adversaries may demand a new deal if any card 
is exposed by the dealer. If any but the dealer exposes 
a card, the dealer may deal again. 

It is a misdeal if the dealer gives a wrong number of 
cards or hands; but if a bid has been made, and three 
players have their right number of cards, the deal stands 
good. If a player with too many cards has played to 
the first trick, the deal stands, but neither he nor his 
partner can score anything that hand. A misdeal loses 
the deal. 

If a player bids before the eldest hand, both he and his 
partner lose their right to bid. If eldest hand has bid 
and his partner bids without waiting for the second man, 
the dealer can also bid before the second man, if he 
choose. If the dealer bids out of turn, he and his partner 
lose their bids. 

If a player whose partner has yet to bid or pass names 
the trump suit, his partner cannot bid. Any player bid- 
ding with more than nine cards in his hand loses his bid, 
and the superfluous card must be withdrawn, face down. 



i88 HOYLE'S GAMES 

If a player asks for a wrong number of cards, and the 
next man has been helped, he must make up his hand 
from the discards if he has too few; if he has too many, 
one must be drawn, face down. 

If a player leads when it is his partner's turn, the 
fourth hand from the proper leader may demand that he 
lead or do not lead a trump. 

If a revoke is claimed and proved, the revoking side 
cannot score anything; but they may play out the hand 
to prevent the adversaries from scoring everything. If 
the bidder's side revokes the bid is lost. If an adversary 
of the bidder revokes, the bidder's side scores whatever it 
makes, regardless of the number bid. 

Blind Cinch 

Nine cards are dealt to each player, three at a time, 
and then four separate hands of four cards each, which 
are left face down until after the bidding is complete. 
The successful bidder then takes up his four cards and 
names the trump. The others take up their respective 
blind hands, and all discard down to six cards apiece. 
After that the game is regular cinch. 

Auction Cinch, or Razzle-Dazzle 

Five or six players, each for himself, to whom 6 cards 
only are dealt, 3 at a time. The successful bidder names 
the trump, and all discard and fill as in the regular game. 
Before playing, the bidder can call on the holder of any 
named card to be his partner. The partnership should 
not be disclosed until the named card falls. 



HOYLE'S GAMES 189 

Sixty-Three 

In this variety of cinch, it is possible to bid as high as 
63, hence the name. Nine cards to each player, which 
are discarded from and filled to nine cards again. The 
points in the trump suit are as follows: For ace, deuce, 
jack, and ten, i each; the pedros, 5 each; the king. 25; 
the trey 15, and the nine 9. In this game, second and 
even further bids are allowed. 



Cinch with a Widow 

This is a game for six players in three partnerships. 
Eight cards to each, and four left on the table, face down, 
for the widow. The highest bidder takes these four cards 
in hand before naming the trump. He then discards six 
cards, the others discarding two each. 



COMMERCE 

This is the parent of whiskey poker. Three to twelve 
players, with a full pack of 52 cards. Each player chips 
in for a pool, and the dealer gives three cards, one at a 
time. Eldest hand begins by bidding to ^^ buy '* or 
^' trade." If he buys, he hands one of his cards and a 
counter to the dealer, and draws a card from the top of 
the pack in its place. If he trades, he passes a card to the 
player on his left, who, before looking at it, gives him 
one in exchange. If a player will not buy, and does not 
wish to exchange, he stands, and that ends it. If he buys 
or trades, he can buy or trade again, always to the left 



I90 HOYLE'S GAMES 

for trades; but as soon as any player stands, all exchange 
ceases, and the hands are shown. There are three classes 
of hands. 

Three of a kind is the best hand, aces being high, deuces 
low. Sequence flushes come next, the higher card de- 
ciding ties, and the ace being above the king or below 
the deuce, at pleasure. The point comes next, which is 
for the greatest number of pips on two or more cards of 
the same suit, reckoning the ace asii,KQJasio 
each, others at their value. If the point is a tie, one of 
three cards will beat one of two. Otherwise, the player 
nearer the dealer on the left wins. 

When commerce is played with a widow, it is simply 
three-card whiskey poker, except that the widow is turned 
face up immediately. 

My Bird Sings, or, My Ship Sails 

This is a variety of commerce in which there is no buy- 
ing from the dealer, but only exchanging with the player 
on the left. There is only one winning hand, three cards 
of one suit, regardless of their rank. The moment any 
player gets such a hand, either dealt him or by exchang- 
ing, he says ^^ My bird sings," and takes the pool. If two 
are shown together, the pips decide. If no one gets a 
flush after two rounds of exchanges, the hands are shown, 
and the highest point among the two-card flushes wins. 



HOYLE'S GAMES 191 

COMMIT 
Or Hadley's Comet 

A ROUND game for any number of players, each put- 
ting a chip in the pool. A full pack of 52 cards, from 
which the 8 of diamonds has been thrown out, is dealt 
round, one card at a time until it is no longer possible 
to give each player an equal number of cards. The re- 
mainder of the pack is left on the table, face down. 

The eldest hand leads any card he pleases, and puts on 
it as many cards as he has in sequence with it of the same 
suit, going up from 4 to 5, or 7 to 8. As soon as he fails, 
he says, " no nine," and each in turn to the left must 
play the nine and go on as long as he can, or pass. When 
the king is reached, the holder of it gets a counter from 
each player, and starts any other sequence he likes. 

If no one can continue a sequence, the card being among 
those on the table, the player who stopped can begin again 
with any other sequence or card. Any player holding the 
9 of diamonds can play it at any time it comes to his turn 
to say, and get two counters from each player at the table. 
If that card is played, the sequence from the 9 on, or 
the sequence which was interrupted, can be continued. 

The first player to get rid of all his cards wins the 
pool. If the 9 of diamonds has not been got rid of, it 
must pay each player two counters. Each king in hand 
must pay each player one counter. 



192 HOYLE'S GAMES 

CONQUIAN 
"With Whom?" Or Coon Can 

Two players, using the Spanish pack of forty cards, 
which rank, AQKJ765432. In America, it is 
usual to throw out the K Q J, instead of the 8 9 10, from 
each suit, leaving four sequences of cards from the ace 
to the ten. 

Low deals, ace is low, 10 cards to each player, 3-2-3-2 
at a time, turning up the next card for a starter. If 
three play, the dealer takes no cards. 

The object of the game is to get eleven cards — one 
more than the number in hand — laid face upward on the 
table, combined as triplets, fours, or sequences in suit. 

The non-dealer has the first say as to whether or not 
he will use the starter. If not, the dealer has a say, 
and if he cannot or will not use it, he lays it aside and 
draws another card from the top of the stock. If he 
does not want this either, he lays it face up on the first 
one, and the other player has a say to it. Each in turn 
draws a card in this manner, to which he has the first 
say. 

If a player uses a card, he must show the combination 
to which he joins it, by laying at least three cards on the 
table, face up. Suppose he holds the 7 6 4 of hearts; 
9 5 3 2 of clubs ; 8 7 5 of diamonds, with the heart 5 
to ^* say " to. He can use this card by laying down the 
sequence of 4 5 6 in hearts, or 5 6 7 ; or he can lay down 
three 5's. Only enough cards to form a combination of 
three need be shown ; but there must be three. 

Every time a player uses a card, he must discard one 
in its place for his adversary to say to. This reduces 



HOYLE'S GAMES 193 

his hand to ten cards again. Having discarded, it be- 
comes his adversary's turn to use the card discarded, or 
to draw from the stock. If a player can use every card 
in his hand, together with the one he takes from the stock, 
he has eleven down, and that wins the game; but as 
long as he has to discard it is impossible for him to get 
eleven down. 

A player need not use a card unless he pleases, but if 
a card drawn fits a combination shown on the table, his 
adversary can compel him to use it, so as to make him 
discard. A player need not discard cards he can use; but 
if he has only two cards in his hand and is forced to use 
one from the stock, he must discard one of those in his 
hand, unless he can make both of them fit some combina- 
tion of three or more, in which case he would be eleven 
down and game. 

• A player having on the table a combination of more 
than three cards can borrow one of them to form another 
combination, provided he does not break into a sequence. 
Suppose he holds two 4's, and has laid a sequence of 
4567. He can borrow the 4 from the sequence, still 
leaving it unbroken, and lay out three 4's; but he could 
not borrow the 5 or the 6, because that would not leave 
a sequence of three cards. 

If neither player can get eleven down, it is a " tableau " 
and the amount of the original stake is added to the pool 
for every tableau, until one player wins it all. 

This is one of the few card games in which there are 
no irregularities to provide penalties for. 



194 HOYLE^S GAMES 

CRIBBAGE 
Five-Card 

Two players^ fifty-two cards; lowest cut deals; ace is 
low. Five cards to each player, one at a time, no trump 
turned. The non-dealer, at the beginning of each game, 
marks 3 holes for '' last." The game is 61 points, counted 
on a cribbage board, which is placed between the two 
players, and the object is to form various combinations of 
fifteens, pairs, and sequences both in the hand and in the 
play. 




Cribbage Board and Pegs. 

Each player lays out two cards, face down, for the 
dealer's '' crib.'' The non-dealer, or '' pone " then cuts 
the pack and the dealer turns up the top card for a 
starter. If it is a jack, the dealer at once marks 2 for 
** his heels." The pone plays any card he pleases, laying 
it face up on the table in front of him, announcing its 
pip value aloud. All court cards count 10, aces i each. 
The dealer then plays any card he pleases, without any 
regard to following suit, calling out the total pip value 
of the two cards. The pone then plays another card, 
calling out the total pip value of all so far; and so 
on, until another card cannot be played without pass- 
ing 31. 



HOYLE'S GAMES 195 

If the cards so played form pairs, sequences of three, 
or if the total is exactly fifteen, the value of these vari- 
ous combinations is pegged at once. /A pair, two cards 
of the same denomination played one after the other with- 
out any intervening card being played, is worth 2; three 
cards of the same denomination, a ''pair royal," 6; four 
of a kind, or a '' double pair royal,'' 12. Sequences are 
worth I for each card in the '' run." Any combination 
of cards played that brings the count to fifteen is worth 
2 points, and when the total pips on the cards played 
make^i exactly, the player who brings it to that figure 
counts 2 points for it. 

If a player cannot play without going beyond 31, he 
says, '' go," and if his adversary cannot reach 31 exactly, 
he gets as near to it as he can and marks I for the go, 
whether he can play or not. After a go is declared, 
no more cards are played. 

Suppose the first card played by the pone is a 3, to 
which the dealer plays a 7, calling '' ten." The pone 
plays another 7, calling '' seventeen, with a pair " for 
which he pegs 2 holes. The dealer plays a third seven, 
calling, '' twenty-four, and six for the pair royal." If 
the pone held the fourth 7, he could peg 12 holes for a 
double pair royal, and 2 more for reaching 31 exactly. 
But if the pone plays a 5, calling '' twenty-nine " and the 
dealer says, '' go," the pone pegs one for the go and the 
hands are thrown up. 

Suppose the pone begins with a 6, and the dealer plays 
a 9, calling, '' fifteen-two," which means that the total 
being 15 he will peg two holes for it. A queen and five, 
or an eight and seven would make fifteen-two, or it may 
take three or four cards. 

Sequences may be made in play, sometimes in conjunc- 
tion with fifteens. If the first card played is a 3 and the 



196 HOYLE^S GAMES 

next a 5, a 4 will make a '^ run of three/' which is pegged 
for 3 holes. The next player may rejoin with a 2, a 3, 
or a 6, any of which would continue the run. The 3 
would make another run of 3 4 5, and would also count 
2 for the fifteen. The deuce would make a run of four 
cards, but would expose the player to the danger of his 
adversary coming back with an ace, making a run of 
five and a fifteen, 7 holes. The 6 would make a run of 
four; but another 4 or 5 would not make a run, al- 
though a 4 would peg 2 holes for pairing the last card 
played. 

It is not necessary for the cards to fall in regular order 
to make a run, and any sequence may be pegged, pro- 
vided it is not broken into by duplicates or intervening 
cards. Suppose the cards fall 6 2 5 4 A 3. This is a run, 
because there are no duplicates or interruptions; but if 
they fell 356254, there is no run, because the dupli- 
cate 5 is reached before we get to the 3, which is neces- 
sary to connect the others. In the same way, 4 5 Q 6 is 
not a run, because the Q intervenes. 

After the go, or the last card, if that is played, both 
players count their hands. The pone counts first, turning 
up his cards to see how many fifteens, pairs, and runs he 
can make by combining his three cards with the starter. 
Suppose the starter is a 6, and the player holds two 8's 
and a 7. He can make two separate runs of three by 
using a different 8 in each, worth 6 holes; two fifteens 
by taking his 7 with a different 8 for each, 4 more holes ; 
and he also has a pair of 8's, so his hand is worth 12. 

The dealer then counts his hand in the same way, and 1 
after that is pegged, he takes the four cards in his crib 1 
and combines them with the starter. As there are five 
cards to consider, the counts sometimes run into high j, 
figures, the highest possible being 29, which is made with | 



HOYLE'S GAMES 197 

a 5 for a starter and three other fives In the crib, with 
the jack of the same suit as the starter. To count such 
a hand, lay the four fives out in a square, and each side 
and both diagonals must be a different pair, 12 holes. 
Leave out any 5, and the three others must make a fifteen, 
and as four different 5's can be left out in turn, there 
must be four fifteens, 8 more holes. Then the jack will 
make a fifteen with each 5 in turn, 8 more holes, and 
finally the jack is i for ^* his nobs," because it is the same 
suit as the starter. 

Flushes do not count in play; but if all three cards of 
a hand are the same suit, the flush counts 3. If the starter 
is the same suit also, 4. A flush in the crib does not count 
unless the starter is the same suit also, when it is worth 5. 

If a player fails to get half way round the board before 
his adversary reaches 61, or '' the game hole," as it is 
called, he is ^^ lurched," and loses a double game. 

Six-Card Cribbage 

Six cards are dealt to each player, one at a time, and 
two of these are laid out for the dealer's crib, leaving 
four in each hand for play. Non-dealer marks nothing 
for '' last," and the hands are not abandoned after 31 or 
a go is reached, but the cards so far played are turned 
face down, and the one whose turn it is begins again. 
The last card of all counts i, unless it makes exactly 31. 
The game is 61 points. 

Owing to the fact that one player may have no cards 
when the first go or 31 is reached, the other may be able 
to make a pair or fifteen with his own cards. Suppose 
the pone holds two J's and two Q's. He plays a J; 
the dealer plays a 4, and the pone plays another J. The 
dealer plays a 2, and the pone has to say go. The dealer 



198 HOYLE'S GAMES 

plays another 2, pegging the pair, and then an ace, and 
pegs his go. The cards are all turned down, and the 
pone plays his two Q*s one after the other, pegging the 
pair and last card. 

In counting the hands, there are so many possible com- 
binations that it should be done systematically. The 
method of counting four cards of a kind has been shown 
in five-card ; to count any three cards of the same denomi- 
nation, always lay them out in a triangle. Suppose the 
hand is three 6's with a 4, and a 5 for a starter. Each 
side of the triangle of 6^s will make a pair, 6 holes. The 
4 and 5 will combine with each 6 to make a run of three, 
9 more holes. They will also combine with each 6 to 
make a fifteen, 6 more holes, or 21 altogether. 

Three-Hand Cribbage 

Five cards are dealt to each player and one to the table, 
to form the foundation of the dealer's crib, to complete 
which each player contributes one card, keeping four to 
play with. The game requires a triangular cribbage board 
to score it. 

Four-Hand Cribbage 

This is usually a partnership game, and 5 cards are dealt 
to each player, one at a time, one of which is laid out 
for the dealer's crib. The player on the right of the dealer 
cuts the cards for the deal, and the one on his left cuts 
them for the starter. It is usual to play 12 1 points up, 
or twice round the board and into the game hole. 



HOYLE'S GAMES 199 

Seven-Card Cribbage 

Two players receive 7 cards each, 2 of which are laid 
out for the crib, keeping five each to play with. On ac- 
count of the high scores possible with six cards combined, 
it is usual to play twice round the board, 121 points. 

Penalties 

No matter what form of the game is played, the rules 
for irregularities are the same. 

The penalty for dealing out of turn is 2 points. If the 
dealer exposes a card while dealing, or deals a wrong 
number of cards or hands, the pone pegs 2 points penalty, 
and can also have a new deal if he wishes it. 

If, after the cards are dealt, it is found that the 
dealer has not the right number of cards, the pone may 
examine his before deciding about a new^ deal. If the 
pone has not the right number, he must discover it before 
he lifts his cards, or it is a misdeal. If a player has too 
many cards, one must be drawn, face down, and returned 
to the pack. If too few, a card must be taken from the 
pack. 

In cutting for a starter, if the dealer exposes more 
than one card after the pack has been properly cut, the 
pone may select which shall be the starter. 

If a player announces a wrong number as the total of 
the pips on the cards so far played, there is no penalty 
unless he pegs an erroneous 15 or 31. If the second 
player accepts the announcement and adds his own card 
to it, it must stand. If a player pegs 15 or 31 incorrectly, 
the score must be taken down, and his adversary pegs 2 
points penalty. 



200 HOYLE'S GAMES 

If a player overcounts anything in play, or overcounts 
his hand or crib, his adversary may take down the surplus 
points and add them to his own score as penalty. If a 
player undervalues his play or his hand or crib, his adver- 
sary can count the points overlooked; but the penalty 
cannot be exacted until the error is actually pegged. 




DICE GAMES 

Fair dice are always alike. If a die stands on the 
table with the ace uppermost, the odd numbers toward 
you, as in the margin, the trey will be on the left and the 
five on the right. If the deuce is upper- 
most, and the even numbers are to- 
ward you, the four will be on your left 
and the six on the right. 
Opposite faces of fair dice, added together, will al- 
ways equal seven. Many crooked dice have double fives. 
If there is any irregularity in the arrangement of the 
faces of the dice, it is probably used to distinguish those 
which are loaded to throw high from those that are loaded 
low. 

The dice should always be thrown from a ^' screwed " 
box, but a leather cup is frequently used instead, because 
it is less noisy. 

Ace in the Pot 

Starting with 2 counters each, each player in turn makes 
a single throw with two dice. If he throws an ace, he 
puts a counter in the pot ; two aces get rid of both count- 
ers. If he throws a 6, he passes a counter to the player 



HOYLE^S GAMES 201 

on his left, with the dice and box. Double sixes pass 
both counters. Each player to the left throws in turn 
until there is only one counter left out of the pot. Play- 
ers with no counters in front of them do not throw unless 
a counter is passed- to them by a player on the right 
throwing a 6. 

The player who is left with a single counter makes 
three consecutive throws. If he gets a 6, he passes the 
counter to the next man, who takes three throws. This 
is continued until some player succeeds in making three 
casts without getting a 6, which wins the pool. 

Base Ball with Dice 

There are two ways of playing this. The simplest is 
to let each player throw three dice, and as long as he can 
throw an ace he throws again. Every ace is a run. If 
he fails to throw an ace, he is out. Nine times out ends 
the game. 

Another way is to make a diamond like this: 

The players take sides and 
throw a single die. If it comes 
ace, deuce, or trey, he puts a 
marker for a man on the base 
reached. Four is a home run. 
Five or six is out. The men 
on bases must be pushed round 
for any following runs made, 
or bases gained. Three men out retires the side. 

If there are any men on bases when six is thrown, the 
striker is out, but the men on bases are safe. If five is 
thrown, it is a fly ball, always caught and thrown in. 
If there is only one man on bases, he is out. If the bases 
are full, the man on first is out. If there are two men 



/ 


• 
• 


\, 


/ 


/ 




\ 


\ 


\ 


n 


• 


\ 


\ 


L—^J 


/ 


/ 


\ 


• • 


/ 



202 HOYLE'S GAMES 

on bases, it depends on where they are. The man on 
third IS always safe unless the striker is ^* side out." If 
there are men on second and third, they are both safe. 
If there are men on first and second, the man on second 
is forced out, and the man on first is safe. If there are 
men on first and third, the man on first is out. 



Centennial 

A strip of paper with twelve figures on it is laid be- 
tween two players, each of whom has something to mark 
his place. 



I 


2 


3 


4 


5 


6 


7 


8 


9 lo 


II 


12 



Three dice are thrown, and the object of each player 
is to bring the series of numbers in regular order from i 
to 12, and then back again. As soon as an ace is thrown, 
the player puts his marker on i. After that, the dice 
may be taken in any combination to make the other fig- 
ures ; two aces may be called 2 ; ace, deuce, six, will form 
6, 7, 8 and 9, and if the caster is on 5, he can advance 
those four places. If a player overlooks a number he has 
thrown and could use, his adversary may use it if it fits 
his game. 

Craps, or Hazard 

Two dice are thrown from the hand, without a box. 
The caster is supposed to take all bets offered. 

There are eleven possible throws, from 2 to 12. If 
the first throw is 7 or 11, called a '' nick,'' or natural, it 
wins for the caster at once. If the first throw is 2, 3, or 
12, it is a crap, and wins for the players immediately. 



HOYLE^S GAMES 203 

If neither nick nor crap is thrown the first cast, what- 
ever comes IS called the point, and the caster must try to 
throw this same point again before he throws seven. He 
continues throwing until he throws his point or seven. If 
he throws his point first, he wins; if the seven comes first, 
he loses. 

Going to Boston 

Newmarket, or Yankee Grab 

A pool is made up, and each player has three throws 
with three dice. On the first throw, the highest die is 
set aside, and the two other dice are thrown again. The 
two highest dice of the three are now set aside, and the 
third die is thrown again. Even if two dice are equally 
high, only one can be left out of each throw. The total 
of the three dice after the third throw is the player's score. 



Multiplication 

This is the same as Going to Boston; but Instead of 
adding the last die thrown, it is used as a multiplier. If 
there is a 6 and 5 on the table, and the last throw is a 4, 
the player's score is6-]-5 = iiX4 = 44. 



Round the Spot 

This is another variation of Going to Boston, in which 
the dice that have no center spots count as blanks, and 
those that have centers count only the spots round them. 
This makes blanks of the ace, deuce, four, and six, and 
makes the trey and five worth only 2 and 4. 



204 HOYLE^S GAMES 

Help Your Neighbor 

Six players, each having a number from i to 6, or three 
players with two numbers each. Each player starts with 
5 counters, and the object is to get rid of them. 

Each player in turn throws three dice, and the players 
whose numbers come up put counters in the pool. Sup- 
pose No. 2 throws 3, 5, and 6. He does not help him- 
self at all; but each of the players whose numbers are 
thrown gets rid of a counter. 



Passe-Dix 

Each player in turn becomes the banker, holding his 
position as long as he wins. The moment he loses a 
coup, the dice box is passed to the player on his left. 

The players bet as much as they please that he cannot 
throw 10 or more with one cast of three dice. If he 
gets 10 exactly, he wins, and that is his percentage. 

Poker Dice m 

Sometimes special dice are used for this game, but the 
ordinary pattern is quite sufficient. The object is to get 
pairs, triplets, fours, or five of a kind. Straights have 
no value. In the East, aces are high, sixes next; in the 
West, sixes are high. 

Each player in 'turn takes five dice and casts them to- 
gether from the box. After the first and second throws 
he can return to the box as many dice as he pleases, or 
he can leave them all standing after any throw. Any 
die not put back in the box is placed aside until the next 
throw, but a die so placed aside on one throw may be 



HOYLE^S GAMES 205 

put back in the box for the next. The player can stand 
on his first throw, or on his second, but he is limited to 
three throws. 

The best hand is five aces. Four of a kind beats three 
of a kind and a pair. 



Raffles 

When any article is to be raf- 
fled for, each person is usually 
given three throws with three 
dice, and the total of the faces of 
the nine dice so thrown decides 
the winner. The greatest num- 
ber possible is 54, and the lowest 
is 9, so that the average is 
about 32. 

The table in the margin shows 
the odds against any particular 
number being thrown with three 
throws of three dice, or with one 
throw of nine dice, or with nine 
throws of one die. If the num- 
ber of tickets sold for the raffle 
is known, and any person has 
already thrown, he can esti- 
mate his chances. Suppose there 
are 100 tickets sold, and he has 
thrown 45. It is 215 to 100 that 
he wins out. 



54 


10,077,69s to 




S3 


1,007,768 to 




52 


183,229 to 




51 


45,809 to 




SO 


14,093 to 




49 


5,032 to 




48 


2,016 to 




47 


886 to 




46 


422 to 




4S 


215 to 




44 


116 to 




43 


66 to 




42 


39 to 




41 


24 to 




40 


16 to 




39 


10 to 




38 


7 to 




37 


Sto 




36 


3 to 




3S 


28 to 


II 


34 


II to 


6 


33 


9 to 


7 



2o6 



HOYLE'S GAMES 



Ten-Pins with Dice 

Each player takes turns for two throws with two dice. 
The spots on the upper faces count the number of pins 
down. Ten on the first of the two throws is a strike; 
lO on the second throw is a spare. If the player gets 
less than lo on his first cast, he can throw both dice 
over again, or he can leave the best one of the two to 
count on his next throw, and throw the other. Which- 
ever he does, the second cast ends his innings. Strikes 
and spares are rolled on in the next frame, just as in 
ordinary ten-pins, and ten frames is a game. ' 

Under and Over Seven 

This requires a layout, marked as follows: 



u 


7 


O 



The players bet that the banker will throw under 7, 
or over 7, or that he will throw 7 exactly. He pays 
even money to those who guess correctly on Under and 
Over, and he pays 3 for i for those who hit it when he 
throws seven. 

Vingt-et-Un 

The players make up a pool, but there is no banker. 
Each in turn throws a single die, and continues to throw 
it until he reaches or passes 21, adding each throw to 
the previous one. As he throws, he calls out the total, 
so that all may agree that it is correct. The player get- 



HOYLE'S GAMES 207 

ting nearest 21 wins. Any player passing 21 is busted. 
Ties divide the pool. Most players throw again at 17, 
or less, and stop at 18, or more. 



DIVISION LOO 

Any number of players, preferably five, six or seven. 
Fifty-two cards, which rank, AKQJ 10 9876543 2. 
One card at a time is dealt round, face up, and the first 
jack deals. After the cards are shuffled and cut, the dealer 
puts three counters in the pool, and deals three cards to 
each player, one at a time. No trump is turned when 
there are only three counters in the pool, which is called 
a ^^ simple." As everyone must play the hand dealt him, 
the deal is called a *^ bold stand.'' 

Eldest hand leads any card he pleases and the others 
must not only follow suit if they can, but must head the 
trick. The cards are not gathered into tricks, but are 
left in front of the players, face up. If all follow suit, 
the winner of the trick leads for the next and so on ; but 
if one or more players are unable to follow suit to any 
trick, the dealer turns up a trump from the top of the 
pack, before the next trick is played to, and if it is found 
that anyone has played a trump to the previous trick, 
that player wins it and leads for the next trick. If a 
trump is turned, the winner of a trick must lead a trump 
for the next trick, if he has one. 

The winners of the three tricks take a third of the 
pool for every trick won. All the other players are looed, 
and must put up three counters for the next pool, which 
will be a " double." 



2o8 HOYLE'S GAMES 

In double pools, the dealer adds three counters, three 
cards are dealt for a widow, and a trump is turned. Be- 
ginning with the eldest hand, each player in turn has the 
choice of standing on the cards dealt him, taking the 
widow in exchange, or passing out. Any player standing 
or taking the widow will be looed if he does not win a 
trick. If all pass but the one to the right of the dealer, 
he must play his hand, take the widow, or give the pool 
to the dealer. 

If only one player stands, and he has not taken the 
widow, if the dealer will not play for himself, he must 
take the widow and defend the pool. If he takes any 
tricks, his winnings are left in the pool. If he is looed 
he does not pay. If the only player who stands has taken 
the widow, the pool is his, unless the dealer will play 
against him on his own account. 

All having declared, the first player to the left of the 
dealer that holds cards, leads. If he has a trump he 
must lead it, and he must lead the top of two or more. 
The winner of the trick must lead a trump if he has one. 
Each player in turn must follow suit, and must head the 
trick if he can ; but he need not under-trump a trick upon 
which a higher trump than he holds has been played. The 
winners of the three tricks divide the pool proportion- 
ately. If anyone is looed, he puts up three counters for 
the next pool. If no one is looed, the next pool will be 
a simple. 

In unlimited loo, every player who is looed must double 
the amount in the current pool as a foundation for the 
next pool. 

It is sometimes agreed to play flushes. If any player in 
a double pool holds three trumps, either dealt to him 
or found in the widow, he shall wait until all the play- 
ers, including the dealer, have declared to play or pass. 



HOYLE^S GAMES 209 

He then shows his flush in trumps, and takes the pool 
without playing for it, each of those who have declared 
to play being looed. If two players hold trump flushes, 
the one on the left of the dealer wins the pool, regardless 
of the rank of the cards; but the other flush is not looed. 

Penalties 

If the dealer gives a wrong number of cards or hands, 
he loses the deal, forfeits three counters, and the next 
pool is a double, three counters being added by the next 
dealer. 

If a player revokes, by failing to follow suit, or to head 
a trick, or to lead a trump, when he should do so, the pool 
must be divided equally among those who hold cards, 
leaving out the one in error, who puts up six counters for- 
feit, for the next pool, 

Irish Loo 

All pools are alike and there is no widow. A trump 
is always turned up. Those who stand are asked by the 
dealer if they want to exchange any cards. If any cards 
are demanded, the trump card is laid on the table, and 
the players are helped from the top of the pack. 

Five-Card Loo 

Five counters are placed in the pool by the dealer, and 
five cards are given to each player. A flush of five trumps 
wins the pool without playing. Everyone at the table, 
whether he is one of those playing the hand or not, is 
looed if he does not take a trick, and must contribute 
five counters to the next pool. 



2IO 



HOYLE'S GAMES 



am 



Sometimes the jack of clubs is made the best trump, 
no matter what suit is turned up, and is called ^' pam." 
This card must not be played when the ace of trumps is 
led, unless the holder of pam has no other trump. 



DOMINOES 

Dominoes are made in sets, known by the number of 
pips on the highest domino or ^* bone '* in the set. The 
standard set is double-sixes, and contains 28 bones. Some 
persons use double-nines. In the double-six set, there are 
seven ^^ suits,'' each named after some number from six to 
blank. In each of these suits there are seven bones ; but 
each domino in a suit except the doublet, belongs to some 
other suit as well. This would be the four suit, for ex- 
ample : 






The lower figure on each domino shows the other suit 
to which it belongs. The 4-3, for instance, belongs to 
the trey suit. 

All games of dominoes, except matadore, are based on 
the principle of following suit, or matching. The first 
player " sets '' a certain domino, and after that each player 
must play one of the same suit, the suit called for being 
always that of the exposed or open end. In the follow- 



HOYLE'S GAMES 



211 



ing example, for instance, double six was set, then 6-3 
was played ; then 3-2, and then 6-2, at the other end : 







; 2 










• ••• 

• ••• 


• • 

• • 


••••• 

••• • 


\ 


M 















The next player will have to play one of the deuce set 
to follow suit. 

In all games but matadores, doublets are set across the 
line, like the double-six in the diagram. 

The object in dominoes is either to block the game so 
that the adversary cannot play; or it is to make the two 
ends, when added together, equal to some multiple of a 
given number; or it is to make both ends of the line the 
same. The player first getting rid of all his pieces is 

dommo. 

At the beginning of any game, the dominoes are thor- 
oughly shuffled by being turned face down and stirred 
round and round. The players then draw at random as 
many bones as the game requires. These dominoes, with 
which the hand is to be played, may stand on their edges 
in front of the players, or may be held in the hand, or 
both. It is usual to sort them into suits as far as possi- 
ble. The one who has drawn the highest doublet usu- 
ally plays, or " sets " first. 



All Fives, or Muggins 

Seven bones for each player ; highest double sets. If the 
first set is the double-five, it counts 10. Every time the 
ends of the lines played to can be divided by 5, the player 
scores 5. After both sides of the first doublet set have 
been played to, the ends of this doublet may be played to 



212 HOYLE'S GAMES 

also, but then all three, or four, ends must be divisible 
by 5 to score. In the following position, the last domino 
played scored 35. 















:: 

• • 








• 






• 








:•: 


\ 


-• 






:•: 


'^' 
























• # 

• • 


• • 





If the player fails to claim the score, after making some 
multiple of five, his adversary says /^ muggins " and counts 
it as penalty. 

When a player is unable to follow^ suit, he must draw 
from the stock of dominoes remaining on the table face 
down, commonly called the ^^ bone-yard " until he can 
play; but the last two bones must never be drawn. A 
player will sometimes draw, even when he can play, in 
order to get a domino that would suit him better. 

The moment a player gets rid of his last bone, he says 
'^ domino. '' His adversary then shows what dominoes he 
has left, and the number of pips on them goes to the score 
of the player that made domino, taking the nearest five. 
If there are 36, it would be called 35; but 38 would be 
called 40. 

If the game ijfclocked, so that neither can play, both 



HOYLE'S GAMES 



213 



hands are counted, and the lower score is deducted from 
the higher, the difference being the amount scored. 
One hundred points is game. 

All Threes 

This is the same as all fives; but the object of the game 
is to make the ends some multiple of three. Sixty is 
game. 

Bergen Game 

Six bones for each player; highest double sets, and 
scores 2 points at once. Any time that a player can make 
both ends of the line alike, he scores 2 points. If there 
is a doublet at one end, and the other end is the same 
suit, it counts 3, as in the following: 



• • 

• • 

• # 












• • 

• • 

s: 

• • 






• • 

• • 


\ 


\ 


••• 


••• 


• • 

• • 















The ends of the first set cannot be played to. If a 
player cannot follow suit, he must go to the bone-yard. 
The last two dominoes must not be drawn. If the game 
is blocked, both hands are shown, and the lower number 
of pips counts I point toward game; but if one player 
has a doublet and the other has not, the doublet loses the 
point. Fifteen is game. 



Block Game 

Two players draw seven bones each. Any domino may 
be set, the privilege of setting being sometimes drawn for 
beforehand. The object is to block the adversary, so-that 



214 HOYLE'S GAMES 

he cannot play. There is no drawing from the bone-yard, 
so that when a player cannot follow suit, he says " go." 
When neither can play further, both hands are shown, 
and the lower pip score is deducted from the higher, the 
difference being the value of the game to the one with the 
lighter hand. 

Draw Game 

This IS a variation of the block game, in which either 
player can go to the bone-yard and draw, whether he is 
able to follow suit or not. Some think it an advantage 
to have a number of dominoes in the playing hand. If a 
player cannot follow suit he must draw until he can, 
or until there are only two dominoes left, which must 
not be drawn. 

Even if there is no possibility of getting a domino that 
will be playable, the one whose turn it is to play must 
draw all the bones in the yard but the last two. Suppose 
this is the position, the player with the 4-1 and 2-1 in 
his hand having just played the double-ace : 









• • 

• • 

• • 

• • 










# ••• 

••• 


••• 


• • 


• • 

# • 






• 








• 














• 
• 






• 


:•: 


:•: 


• • 


• • • 

















When the game is blocked, or one player makes domino, 
the hands are shown, and the difference between the num- 
ber of pips is the value of the game to the lighter hand. 



HOYLE^S GAMES 215 

In both the block and draw games there is no playing 
to the ends of doublets, all bones being laid in one row; 
but the row may turn a corner to save space on the table. 



Matadore Game 

Two players draw seven bones each. Highest double 
sets. If neither has a doublet, the heaviest domino sets. 
There are four trumps, or matadores. These are the 
double blank, and the dominoes that have 7 pips on their 
faces; the 3-4, 2-5, 1-6. 

Doublets are not set across the line, a doublet being no 
better than a single number. The object of the game is 
to make the ends of the adjoining dominoes, added to- 
gether, equal 7. If a player cannot do this, he must 
either play a trump or go to the bone-yard and draw 
until he can make a seven or get a trump. The last 
two bones must not be drawn. 

When a trump is played, the player can expose which- 
ever end of it he pleases by placing it crossways, so that 
the next player will have to make a 7 by playing the com- 
plement of the exposed end. In this position, for instance: 



\ 


• 


• • 
















.•• 


:•: 


••• 


• 


# 


••• 

••• 


••• 








• 

• • 

• • 




• 


\ 



The trump, 3-4, has the 4 end exposed, and the fol- 
lowing player has made a 7 with the double trey, one 
end of which adjoins the exposed end of the trump. 



2i6 



HOYLE'S GAMES 



When the game is blocked, or one player makes domino, 
the hands are shown, and the difference in the number 
of pips is the value of the game to the lighter hand. 



Sebastopol, or The Fortress 

Four players, drawing seven bones each. Double-six 
sets, and nothing but 6's can be played until both sides 
and both ends of the double-six are played to, so that 
there shall be a cross, like this: 



:t 

:j:ni:nr . 

# • 



After this, the game proceeds as in the ordinary block 
or draw game. 

When the double-nine set is used, there must be eight 
ends open for play before proceeding further, like this: 




HOYLE^S GAMES • 217 

Pool Game 

Any number from 3 to 6 form a pool and draw domi- 
noes for the privilege of the first set. The dominoes are 
then shuffled, and each player takes as many as will leave 
eight in the bone-yard. 

The player who won the set leads anything he pleases, 
and each player in turn to his left must follow suit to 
one end or the other. There are no open ends of doublets 
to play to. When a player cannot follow suit, he says 
** go.'' The first to make domino wins the pool. If no 
one makes domino and the game is blocked, all the hands 
are shown, and the one with the least pips takes the pool. 
Ties divide it. 



EARL OF COVENTRY 
Or Snip-Snap-Snorem 

The full pack of fifty-two cards is dealt round, one at 
a time as far as it will go, to any number of players. The 
eldest hand lays on the table any card he pleases, and each 
player in turn to the left must match it if he can. The 
first to do so says ** snip,'' the next says ** snap," and the 
one who plays the fourth card of that denomination says 
" snorem." 

Sometimes the players make a rhyme for each card 
played, the last one saying, " and there's the Earl of 
Coventry." 

The game is for a pool, made by contributions from the 
players. Each starts with 5 counters. If the player im- 
mediately on the left can match the card last laid down, 



2i8 • HOYLE'S GAMES 

the one who is matched pays a counter to the pool; but 
if a player intervenes, no counter is paid. The last man 
having any of his counters left takes the pool. 

Jig 

This is a variation, in which instead of playing a card 
of the same denomination, each player in turn plays the 
next higher in sequence and suit, if he has it, until four 
are played. Then the one who played the last of the 
sequence of four starts another sequence. The winner 
in this game is the one that first gets rid of all his cards. 
He gets a counter for each card still in the hands of the 
other players. 



ECARTE 



Two players, thirty-two cards, which rank K Q J A 
lO 9 8 7. In cutting, the highest ecarte card deals the 
first hand. Five cards to each player, 3-2 at a time, 
turning up the next for trump. If the turn-up is a king, 
the dealer m.arks i for it immediately. • 

The players examine their hands with a view to their 
possibilities for making three tricks out of the five. If 
the non-dealer, or pone, is satisfied with his cards, he leads 
one of them. The second player on each trick must 
follow suit if able, and must win the trick if he can, 
either with a higher card of the suit led; or, if he has 
none of the suit, by trumping. 

If the pone is not satisfied with the cards dealt him, he 
" proposes," or says *^ cards." The dealer can give him 
as many as he asks for, the same number being previously 
discarded, and can then help himself; or he can refuse, by 
saying " play." 



HOYLE'S GAMES 219 

If the pone plays without proposing and fails to make 
three tricks out of the five, the dealer scores 2. If the 
dealer refuses to give cards and fails to get three tricks, 
the pone scores 2. This refers only to the first proposal 
and refusal. If the pone, after having discarded and 
drawn cards is still dissatisfied, he can propose again, and 
the dealer can give or refuse as before, but the original 
trump is never changed. 

If either player has the king of trumps in his hand, he 
must mark i for it before playing to the first trick. 

The player that wins three tricks counts i ; if he wins 
all five, it is a ** vole '' and counts 2. Five points is game. 

Penalties 

A misdeal does not lose the deal. A new deal may be 
claimed for exposed cards, or for irregularities in the 
hands. If the trump has been turned, too many or too 
few cards may be remedied by drawing others or discard- 
ing, but the trump remains unchanged. 

If the king is turned when a wrong number of cards 
have been dealt, it cannot be marked, as it was not the 
eleventh card. 

If a player revokes, or fails to win a trick when he can, 
his adversary may demand that the hand be played again. 
If the offender wins the point, he scores nothing; if he 
wins the vole, he scores i only. 

»• 
Jeux de Regie 

Every ecarte player is supposed to know the hands upon 
which he, as non-dealer, should play without proposing. 
These are known as jeux de regie hands, and are briefly 
I as follows: 

Any hand with three trumps in it. 



220 HOYLE^S GAMES 

Any hand with two trumps and three cards of one suit ; 
or two cards of a suit as high as a Q; or two cards of 
a suit and the K of another suit ; or three cards of dif- 
ferent suits, as high as K and J. 

Any hand with one trump and three winning cards in 
another suit; or a four-card suit to a K; or three cards of 
one suit, with two Q's in the hand. 

A hand without a trump should have very good cards, 
say four court cards, or three queens. 

With similar strength, the dealer should refuse if the 
eldest hand proposes. 

Pool Ecarte 

Three players form a pool to be won by the player 
who first succeeds in winning two consecutive games. 
Two play the first game, and the loser retires in favor of 
the third, at the same time adding to the pool as much 
as he put in at first. The loser of the second game adds 
to the pool in the same way, and gives way to the waiting 
player. 



ENFLE 
Or Schvs^ellen 



Four players make up a pool. A pack of 32 cards 
dealt 3-2-3 at a time. The eldest hand leads anything he 
pleases and the others must follow suit if they can. If 
all follow suit, the trick belongs to nobody, and is turned 
down, the winner leading for the next trick. 

If any player is unable to follow suit, he must pick up 
the cards so far played to the trick, and put them into 
his hand, and he must then lead for the next trick. The 
first player to get rid of all his cards wins the game. 



I 



HOYLE'S GAMES 



221 



EUCHRE 

Four players, thirty-two cards, deleting all below the 
seven. Lowest cut deals, and ace is low. Five cards are 
dealt to each player, 2-3 at a time, or 3-2 at a time, and 
the next is turned up for a trump. 

When the joker is used, it is always the best trump. If 
it is cut, the player must cut again. If it is turned up, 
spades are trumps, unless otherwise agreed beforehand. 

When the joker is not used, the jack of the trump suit 
is always the best trump, and is called the right bower. 
The jack of the same color, red or black, is the next best 
trump, and is called the left bower. If clubs were trumps, 
this would be their rank: 




mm 4- 





4. 4- 

4. •^4* 

4. 4. 



4» 4. 

•X* T" "I" •!• 

4» A 4» 4* 



The rank of the spade suit, the jack of which is really 
a club when clubs are trumps, would be as follows : 







^^^ 






u^ 

♦ ♦ 

» », 



The rank of the suits whose color differs from that of 
the trump suit would be as follows: 











<^^^ 
^ ^ 



9 ^ 
^ 

qp <:;? 

"P 
^ 9 



9 ^ 

^ 
9 9 

^ ^ 



222 HOYLE'S GAMES 

The object of the game is to win tricks. If the partners 
who make the trump win three tricks out of the five, they 
score one point toward game. If they win all five tricks, 
they score two points. If all five tricks are taken by a 
player who has declared to play " alone," he scores four 
points. If the partners who make the trump fail to get 
three tricks, they are euchred, and their adversaries score 
two points. 

Each player in turn, beginning on the dealer's left, has 
the privilege of passing or of ordering up the trump card. 
If a player thinks he would probably win three tricks if 
the trump suit remained as turned, he can order it up; 
whereupon the dealer discards some card from his hand, 
and the trump card becomes part of the dealer's hand. 
When the dealer's partner wishes to order it up, he says, 
" I assist." 

If the first to say passes, the next must order up or 
pass. If all pass, the dealer can either take up the trump, 
discarding from his own hand, or he can turn it down. 
If he takes it up, he and his partner must win at least 
three tricks, or they are euchred. 

If the dealer turns it down, that suit cannot be trumps 
on that deal; but each player in turn to the left has the 
privilege of naming some other suit for trumps, or of 
passing again. The partners naming the new trump must 
make three tricks, or they are euchred. If all pass a sec- 
ond time, and the dealer will not risk naming a new 
trump, the deal is void, and passes to the left. 

No one but the player who orders up, takes up, or 
makes the trump, can play '' alone." The dealer cannot 
play alone if his partner has assisted him; but the partner 
can play alone instead of assisting. When a player says 
he will play alone, his partner lays his cards on the table, 
face down. 



HOYLE'S GAMES 223 

The trump suit settled, the player on the dealer's left 
leads any card he pleases, and the others must follow suit 
if they can, but one is not obliged to win the trick. If 
any player revokes, the hands are abandoned and the ad- 
versaries score two points. If a revoke is made against a 
lone hand, the lone player scores four points. 

Five points is game. 

Cut-Throat, or Three-Hand 

When three play, each is for himself. A euchre counts 
two, and a '^ march," winning every trick, three. Five 
points is game. 

Two-Hand 

When only two play, the 7's and 8's are usually 
thrown out. A euchre scores two, and a march two. Five 
is game. 

Six Players 

When six play, three against three, the partners sit 
alternately round the table. A lone hand against three 
adversaries is game. A euchre scores two, and a march 
two. This game must not be confounded with ^' Six-hand 
Euchre," which is a bidding game, described elsewhere. 

Penalties 

Every player has the right to shuffle the cards, the 
dealer last. In cutting, at least four cards must be left 
in each paxket. A player dealing out of turn must be 
stopped before the trump is turned. 

A misdeal loses the deal. It is a misdeal if the cards 
are not properly cut; if the dealer gives one player two 
cards and another player three in the same round; if he 



224 HOYLE'S GAMES 

gives too many or too few cards to any player, or deals 
too many or too few hands. 

If a player has not his right number of cards, after he 
has played to the first trick, the deal stands good; but he 
cannot score anything that hand. 

If a player leads when it is his partner^s turn, the right- 
hand adversary of the proper leader may call a suit, pro- 
vided the erroneous lead has not been played to. If there 
is a lead out of turn against a lone hand, the lone player 
scores as if he had succeeded and the hand is abandoned. 

If a revoke is claimed and proved, the hands are at 
once abandoned, and the side not in error scores two 
points penalty. If both sides have revoked, the deal is 
void. If a revoke is made against a lone hand, the penalty 
is as many points as the player would have won had he 
succeeded; three in three hand; four in four hand. 

Railroad Euchre 

Four players, two against two as partners. The joker 
is always used, and it is always the best trump. The 
sevens and eights are usually thrown out. 

Any player may play ** alone," and may ask for his 
partner's best card at the same time. This gives the lone 
player two discards if he is the dealer ; one if he is not the 
dealer. If it is the dealer *s partner that plays alone, he 
may get from the dealer either the turn-up trump or a 
better one, if the dealer has it. When a lone hand is 
announced, either of the adversaries can call for his part- 
ner's best and play alone against the lone hand. If the 
lone hand makes three tricks, but not five, it scores one 
only, but if it is euchred by a lone hand it loses four; 
otherwise a euchre counts two. In Railroad Euchre, ten 
points is game. 



HOYLE'S GAMES 225 

Laps, Slams, Jambone, and Jamboree 

These are all additions to Railroad Euchre. In Laps, 
kll the points which are more than necessary to win the 
game are counted on the next game. In Slams, if the 
adversaries have not scored a point when the game is won, 
it counts a double game. Jambone is playing a lone hand 
with the cards exposed face up on the table before a card 
is led, allowing the adversaries to dictate what cards shall 
be played to each trick. Winning all five tricks counts 
eight in Jambone. If the Jambone player fails to get 
more than three or four tricks, he scores one only. If 
he is euchred, he loses eight. Jamboree is the combina- 
tion in one hand of the five highest trumps, without ask- 
ing for the partner's best, and is worth sixteen points. 



Set-Back Euchre 

This is simply a reversal of the usual manner of scor- 
ing. Each player starts with ten counters, or ten marks 
on the slate or table, and gets rid of one every time he 
makes a point. If he is euchred, he gets back two count- 
ers. The first player to get rid of his ten wins the game. 



I 



Auction Euchre, or French Euchre 



Any form of euchre may be turned into auction euchre 
by bidding for the trump instead of turning it up. The 
eldest hand has the first bid and names the number of 
tricks he thinks he can take, but does not mention the 
trump suit. The highest bidder names the trump suit, 
and also leads for the first trick. 

If the bidder succeeds, he counts only what he bid, even 



226 HOYLE^S GAMES | 

if he can make more; if he fails, he is euchred, and every 
other player at the table scores 2 points. The game us 
usually 25 points, every trick bid and taken by the maker 
of the trump counting one toward game. When four play 
this game, taking partners, the eldest hand always leads, 
regardless of the bidder. 



Six-Hand Auction 



i 



This is a game for three pairs of partners, sitting alter- 
nately round the table. If the partners were A i, B 2, 
and C 3, they would sit A B C I 2 3. The pack should 
be reduced, so that every card is dealt out. Twenty-five 
points is game. 

Blind Euchre 

In this, every player is for himself, and a widow of two 
cards is dealt. Any player taking it is supposed to order 
up the trump and to play against all the others at the 
table. Two cards must be discarded from the hand tak- 
ing the widow, before leading to the first trick. After 
the dealer has taken up the trump, the player that took 
the widow leads. If no one takes widow, the deal is 
void. 

Call-Ace Euchre 

When six play, a 32-card pack is used. When five play, 
throw out the 7's. When four play, throw out the 8's. 
The joker may be added to the pack, but it spoils the 
game. The cards are thrown round face up, and the first 
jack deals the first hand. The scores may be kept on 
paper, or by giving the players counters from a common 
bank. 

Five cards to each player, 3-2, or 2-3 at a time, turn- 



HOYLE'S GAMES 227 

ing up the next card for a trump. If the joker turns up, 
spades are trumps. The remainder of the pack is left on 
the table, face down. Each player to the left of the dealer 
in turn can pass or order up the trump. If all pass the 
dealer must take it up or turn it down. After it is turned 
down, each player in turn can name any other suit for 
trumps. If all pass again, the deal is void and passes to 
the left. 

Each player is for himself, but the one who takes up, 
orders up, or makes the trump may take a partner by 
calling upon the best card of any suit but the trump suit. 
In case the trump is ordered up, the partner is not called 
for until the dealer has discarded. 

The player called upon cannot refuse, but he must not 
announce that he is the partner. He must assist his part- 
ner, the maker of the trump, to get as many tricks as 
possible. His identity will be disclosed when the card 
called for falls to a trick. 

The player's partner is sometimes in doubt until the 
last trick, because it is the best card of the suit that is 
asked for, and if the ace happens to be among those left 
on the table, the king may be the best in play, or even 
the queen. Sometimes it turns out that the player himself 
has the best card of the suit asked for, in which case he 
has no partner, but is playing ^' alone." It is not neces- 
sary for the caller to hold any of the suit himself, and it 
is often an advantage to have none of it, so as to be able 
to discard upon the called suit, when it is led. 

If the maker of the trump does not wish to call upon a 
suit, he may either say '' I play alone,'' or he may con- 
ceal the fact that he is playing alone by asking for the 
best of a suit of which he holds the ace himself. If, after 
calling, he is found to have the best, even if no higher 
than a queen, he is playing alone. 



228 HOYLE'S GAMES 

If the maker of the trump wins 3 tricks out of 5, with 
the assistance of a called partner, they score i point each. 
If they make a ^' march '' winning all 5 tricks, they score 
3 points each if there are 5 or 6 players in the game; 2 
points if there are only 4 players. If the maker of the 
trump and his partner fail to get 3 tricks, they are 
euchred, and every other player at the table scores 2. 

If the player is '' alone " and makes 3 or 4 tricks, he 
scores i point only; but if he makes all 5 tricks, he scores 
as many points as there are players at the table, including 
himself. If he is euchred on a lone hand, every other 
player at the table scores 2 points. 

The game can be stopped at any time, and the player 
with the highest score receives the difference from each 
of the others. 

Drive, or Progressive Euchre 

This is a game for large parties, the players being 
divided into fours, seated at tables numbered from i on 
as far as they are filled. No. i is the '' head table "; the 
other end is the '' booby table.'' The game is straight 
euchre, except that no lone hands are allowed at the head 
table, and the dealer's partner cannot ^' assist " at any 
table. If he orders up he must play alone. 

The four at the head table finish a game of 5 points, 
and the moment the game is ended, they ring a bell. This 
is a signal for play to cease instantly at all the other 
tables, even if they are in the middle of a trick. The 
scores at all the other tables are taken as they stood when 
the bell rang. 

The partners having the higher score at each table are 
given a token of some kind by the umpire, usually a punch 
mark in a card provided for the purpose. 



HOYLE'S GAMES 229 

There are two ways to move the players: i. The win- 
ning pair may both go to the next table, toward the head 
table, where they separate as partners, the arriving lady 
taking the losing gentleman she finds at the table, and 
the arriving gentleman taking the losing lady. 2. The 
winning pair may separate at once, and go in different 
directions, the lady going toward the head table, the gen- 
tleman toward the booby table. The arrivals always 
play w^ith the losers as partners, so that no one who has 
just won a game, or made the higher score, shall play 
with another winner, from another table. 

At the expiration of the time agreed upon, the prizes 
are aw^arded to the players who have won the greatest 
number of games, a game at any but the head table being 
considered as won by making the better score. Ties are 
cut for. Sometimes a special prize is given for the great- 
est number of lone hands won. 

In case of ties, it must be remembered that the ties 
are for two or more prizes, if there is more than one. 
Suppose there are three prizes, and that A and B have 12 
games each, C and D having 1 1 each. A and B do not 
tie for the first prize; but for the choice of first and 
second, because as they are the two with the highest scores, 
they must take the two highest prizes. The winner of 
the cut can take whichever prize he likes better, first or 
second, the loser of the cut taking the other. Then C 
and D cut to decide which of them shall get the third 
prize. 

Military Euchre 

This is a social game for a moderate number of tables, 
never more than twelve. Each table is a fort, with a 
flag of its own, and a number of smaller duplicate flags, 
usually a dozen. The four players to defend each fort are 



230 HOYLE^S GAMES 

selected by the hostess, and take their seats together at 
the same table. 

After all are seated, the E and W players at each table 
move to the next table, all going in the same direction, 
usually toward the national flag, which is at the head 
table. Then a game of straight euchre, 5 points up, is 
played, no lone hands allowed. After all have finished 
their games, the winners at each table get a flag from 
the losers as a trophy, and at a signal from the hostess, all 
the E and W players move one table farther from home 
and play another game, winning or losing flags as before. 

By the time the E and W pairs get back to the home 
fort, they will have played a game against every other 
fort in the room, and at the same time the E and W pairs 
from the forts they have visited will have been at their 
home fort and played a game, as a sort of return visit. 
The winners are the forts that have captured the most 
trophies. 

it adds to the interest of the game for one of the part- 
ners going round the room to take the flags won in battle 
back to the home fort at once, so that they may be stuck 
up with the fort's own flag, and shown to invaders. 

Seven-Hand Euchre 

Each player is practically for himself, the partnerships 
being only temporary. Fifty-two-card pack, with the 
joker added. The joker is always the best trump, the right 
and left bowers coming next as usual. Red counters are 
used to mark the maker of the trump and his partners; a 
white one to show the position of the deal. 

Anyone can deal, 7 cards to each player, 2-3-2 at a 
time. No trump is turned, and the four cards left over 
form a '' widow.'* Each player in turn to the left of the 



HOYLE'S GAMES 231 

dealer bids a certain number of points, from 5 to 20, at 
the same time naming the suit he proposes to make the 
trump. No second bids. The successful bidder takes the 
widow, and from the ii cards thus secured he selects 7 
for play. He then passes a red counter to those whom 
his fancy selects for partners, if any, and they cannot re- 
fuse to assist him. 

If the bid was for 5 tricks, the maker of the trump 
can select two partners. If he has bid 6 or 7, he may 
take three partners. If the bid was 10, he must win all 
7 tricks without any partner to help him. If the bid was 
20, he must win all 7 tricks without either widow or 
partners. 

The maker of the trump leads for the first trick. If 
he succeeds, he and his partners, if any, each score the 
number of points bid, but no more. If he fails, each of 
his adversaries score the amount he bid. 

If a revoke is claimed and proved, the hand is at once 
abandoned, and the adversaries of the side in error each 
score the amount bid. 

The game is played either to reach a certain number 
of points, or to see who will have the high score at the 
expiration of a given time, which is set by the hostess. 
The latter is the more popular way. 

Five-Hand 

This is the same as seven-hand, but only 5 cards are 
dealt to each player, from a pack of 28, with the joker 
added. 

A bid of three takes one partner only; a bid of four 
or five takes two partners. If the bidder plays alone, but 
with the assistance of the widow, he can bid 8 ; without 
either widow or partners, 15. 



232 HOYLE'S GAMES 

Penalty Euchre 

Five players start with 12 chips each. Five cards are 
dealt to each, 3-2 or 2-3 at a time, and a trump is turned. 
An extra hand of 5 cards is dealt for a widow, and each 
player in turn can exchange his hand, face down, for the 
widow or for the hand abandoned by one who has taken 
the widow, or he can stand on the cards dealt him. 

The trump is not taken into the dealer's hand, but is 
left on the pack. Each man is for himself. Eldest hand 
leads, and at the end of the play every player who has 
not taken a trick receives a counter from each of the others, 
whether they have taken any tricks or not. Each of those 
who have taken tricks put back into the bank a counter 
for each trick taken. 

The first one to get rid of his 12 counters is the winner. 

Five Hundred, or Bid Euchre 

Three players, each for himself, with a 32-card pack, 
to which the joker is added. If 4 play, 2 against 2 as 
partners, 10 cards must be added to the pack, the 6's, 5's 
and two 4's. The lowest cut deals the first hand, joker 
being low. 

With any trump declaration, the joker is always the 
best trump, the right and left bowers coming next, as 
usual, and then the A K Q 10 9 8 7, in that order. But 
when there are no trumps, the joker is the only trump, 
and is practically a suit by itself. For this reason the 
player holding the joker cannot trump with it as long as 
he holds any of the suit led; and if he leads the joker, 
he will have to tell the others what suit to play to it, inj 
which matter he has the choice. 



HOYLE'S GAMES 



^2>?> 



Ten cards are dealt to each player, 3-2-3-2 at a time ; 
but after the first round of 3, three cards are laid off, face 
down, for a widow. This widow is taken by the success- 
ful bidder, who must lay out three cards in its place. 

The eldest hand has the first say to bid or pass, and 
after him each in turn. There are no second bids. The 
bidder must offer to take 6, 7, 8, or 9 tricks with a named 
trump, or without any trump suit, and the trump he 
names in his bid must be the trump he will play. The 
rank of the bids is determined by the following table: 

If trumps are: 
Clubs, c; 
Spades . , 
Hearts .... 

Diamonds. . 
No-trumps . 



tricks. 


7 tricks. 


8 tricks. 


9 tricks 


• 40 


80 


120 


160 


60 


120 


180 


240 


80 


160 


240 


320 


100 


200 


300 


400 


120 


240 


360 


480 



The bidder that offers the most valuable game must be 
allowed to play it with the trump he names. A bid of 7 
in diamonds, for instance, is worth more than a bid of 8 
in spades. If no one will bid 6 tricks in anything, the 
deal passes to the left. 

No matter who deals, the successful bidder leads for the 
first trick, and each player in turn must follow suit if he 
can. After the hand is played, the bidder always has the 
first count. If he has made good his bid he scores the full 
amount, but he cannot score more than he has bid unless 
he takes all ten tricks, in which case he scores at least 
250, no matter how less his bid may have been. If he 
has bid more than 250, he simply scores what he bid. 

Any other player winning a trick, individually scores 
10 points for it, regardless of the trump suit. 

If the bidder fails, he is set back as many as he has 
bid, the points being deducted from his score. If he has 



234 HOYLE'S GAMES 

not so many scored, he goes ^' in the hole " so many. 
Either adversary will still score lo for each trick he may 
win; but each must keep his own tricks and score sepa- 
rately. 

The game is 500 points, as the name implies. 

As the bidder always has the first count, he may be able 
to count out, even if an adversary can count out on the 
same hand. Suppose the bidder is 360 and another player 
480. The bidder makes 7 in hearts, 160; but his adver- 
sary has won the three other tricks, worth 30. As the 
bidder counts first, he is out before it comes to his adver- 
sary's turn to count, so the bidder wins the game. 

Penalties in 500 

Apart from the general rules of euchre, which apply to 
the whole family of games, the most serious offence in 
500 is to revoke. The moment a revoke is claimed and 
proved, the hands are abandoned. If the bidder is the 
one in fault, he is set back the amount of his bid, and the 
adversaries score for any tricks they may have taken up 
to that time. If it is an adversary of the bidder that has 
revoked, neither adversary can score anything on that deal, 
and the bidder scores what he has bid. He may, if he 
choose, insist on playing the hand out to see if he can win 
all 10 tricks. 



FARMER 



Any number of players, provided with counters. Fifty- 
two-card pack, from which all the 8's and 6's except the 
6 of hearts are thrown out. The K Q J of any suit are 
worth 10 each, all other cards their pip value. 

Each player contributes an agreed number of counters. 



• ! HOYLE^S GAMES 235 

This makes the farm, which is put up at auction, the 
highest bidder putting what he offers into the farm. He 
then deals the cards, one to each player, face down, none 
to himself. 

The players look at their cards and draw in turn to 
improve the hand, one card at a time. Every player must 
take one card. The object is to get as near 16 as possible. 
No matter what a player gets, he says nothing until all 
the draws are complete and the hands are all shown. 

If anyone has exactly 16, he takes the farm and all its 
contents. If two have 16, and one of them holds the 6 
of hearts, he takes the farm. If neither has that card, 
the player nearer the dealer^s left wins. If no one has 
1 6, the farm remains with its present owner. 

Whether the farm changes hands or not, those who are 
found to have more than 16 points on their cards when 
the hands are exposed must pay the farmer who dealt the 
cards a chip for every point they have overdrawn. These 
payments are clear profit, and are not added to the farm 
itself. Those with less than 16 do not p^y the farmer, 
but the one who comes nearest to it gets a chip from 
every player at the table but the farmer. Ties for the 
high point must both be paid. 



k 



FARO 



This is a banking game for any number of players, one 
of whom is the banker. Fifty-two cards are shuffled and 
placed in a dealing box, face up, from which they are 
drawn in pairs, one card at a time. 

The first card in sight, on the top of the box, is called 
" soda,'^ and when it is withdrawn, after all the bets have 



236 HOYLE'S GAMES 

been made, it is placed on the dealer's right, a little way 
from the box. The next card to come out to complete 
the '' turn " is called a ** loser " and is laid close to the 
right side of the box. The card which is now in sight on 
the top of the box is the '' winner " for that turn. 



4. 4. 



4. 4. 



0^0 
O 






Soda. 



Loser. 



Winner. 



Every card must " win " or ^^ lose," except the soda 
and the last card in, the box, which is called '^ hockelty." 
All winners and losers must be kept in separate piles, 
the winners being all placed on the soda card. 

The players put their money, or its equivalent in chips 
bought from the banker, on a ^^ layout,'' which is a com- 
plete suit of spades, enameled on a green cloth, with 
space enough between the cards to allow bets to be placed. 



♦ ^ ♦ ^ 

^ »l 

^ ^ ^ ^ 



♦ ^ 



4 ^ 







If a player thinks that a card of any denomination, 
such as the four, will *' win " the next time it appears, 
he places his bet flat on the four on the layout. If he 



k 



HOYLE'S GAMES 237 

thinks the next four that shows will ^^ lose,'* he places a 
'' copper," or wooden checker, on the top of his bet. No 
''action" can be had on a bet until the card bet upon 
appears. If it does not appear after a turn has been 
made, the player is at liberty to change his bet, or to re- 
move it altogether. Each bet is made for the turn only, 
unless the player chooses to leave it until he gets some 
action on it. 

Bets may be so placed as to take in more than one card, 
if the player's capital is limited, and he wants to get 
action on whichever of several cards happens to come 
first. Between two cards plays both of them, and the 
bet is decided by whichever comes first. If both come 
on the same turn, it is a stand-off. A bet placed in any 
of the squares inside the layout, such as diagonally between 
the 5 10 4 and 9, takes all four cards. On the inside 
corner of a card, as on the ace, would take in the A 2 K, 
leaving out the Q. If a bet is ^^ heeled " diagonally from 
one corner of a card to another, as from the 5 to the 8, 
it takes in those two cards only. A bet on the corner of 
a card outside the layout takes in the next card but one 
in that direction. On the other corner of the J to the left 
it would take in the J and 9. A bet behind a card on the 
outer edge takes in three cards. One outside the 3 would 
take in the 234. 

If a player has some bets to win and some to lose on 
the layout at the same time, and loses two of them on 
two different cards on the same turn, he is *' whipsawed." 

When two cards of the same denomination come on the 
same turn, it is called a " split." 

After each turn, the banker first picks up all the bets 
he wins, and then pays all he loses, even money. He takes 
half of all bets on cards that split, no matter which way 
the card was played. 



238 HOYLE'S GAMES 

The dealer always has a lookout to assist him, who sits 
in a chair to his right, and watches that all bets are cor- 
rectly taken and paid. The man in the lookout chair is 
always a partner of the house. 

One of the players keeps a record of all the cards as 
they come out of the box, by slipping buttons along wires 
that are opposite facsimiles of the cards in a '^ cue- 
box." This is to prevent players from betting on 
dead cards, and also to let them know how 



9 
10 

J 

Q 

K 



many of any denomination are still to come. 
QQ I I The house usually provides ^* tabs '' or score 
cards on which the players may record how 



1000 

o X each card *' plays.'' If it wins, they mark 

1 I I I it with a stroke ; if it loses, with a circle. 
Olio The soda card is marked with a dot, and 
I I o "" hockelty with a dash. Splits are marked 

I o I with a cross. The diagram in the margin 

^ ^ ^ ^ will give one a very good idea of a tab with 

the record of a complete deal upon it. The 
.010 . 

1 o I I Q ^^^ ^^^^ ' ^^^ ^ ^^^ ^^ hock, and the 5 
'' split out." 

On the last turn, if three different cards are in the 
box, any player who can " call the turn " will be paid 
4 for I. All such bets are *^ heeled " from the card they 
think will show first, toward the card that they pick for 
the winner on this last turn. 

If there are two cards of one denomination in the last 
turn, it is called a *' cat-hop," and any player who can 
call it correctly will be paid 2 for i. 



H 239 

FORTUNE TELLING 
Or Cartomancie 

Fortune telling is the art of being able to string to- 
gether a plausible story, the scenario of which is fur- 
nished by the meaning attached to certain cards when they 
are laid out face up on the table, after being cut with the 
left hand and divided into three packets; the preliminary 
wish being a sine qua non. 

The 32-card pack is used, but the cards should be single 
heads, because the meaning of a K, Q, or J reversed is 
quite different. The standard meanings attached to the 
cards are as follows: ^VR " meaning that the card is upside 
down. 

^ Ace. The house, or home. 

King. A benefactor. R, He will not be able to do 
you much good, although he means well. 

Queen. Everything that is lovely in woman. R. You 
will have to wait awhile for the realization of your hopes. 

Jack. A person who may be useful to you. R, He 
will not prove of much account. 

Ten. A pleasant surprise. 

Nine. Reconciliation. 

Eight. Children. 

Seven. A good marriage. R, Fair to middling. 

♦ Ace. Profits from business or gambling. 

King. A just man, who has taken a fancy to you. 
R, Something will interfere with his good intentions. 

Queen. Your best girl. R. She is jealous. 

Jack. A probable marriage. R, It may have to be post- 
poned. 

Ten. Success in business. If followed by 9, the 



240 HOYLE'S GAMES 

note will not be paid when it is due; if followed by the 
♦- 9, you will lose the entire amount. 

Nine. Success in love. 

Eight. Great anticipations. 

Seven. Trifling love affairs. R. They will get you 
into trouble. 

Ace. A letter, or a written notice. 

King. A person to beware of. R, Will annoy you 
in any case. 

Queen. A shrew or gossip. R. She will make you 
tired. 

Jack. A bearer of bad news. R, Worse than you ex- 
pected. 

Ten. An unexpected journey. 

Nine. That expected money will not come to hand. 

Eight. Some surprising actions on the part of a young 
man. 

Seven. Success in lotteries, gambling or speculation. 
R, The amount will be very small. 

♦ Ace. Love affairs. M 

King. Police or sheriffs. R. Loss of a lawsuit. " 

Queen. A gay and deceptive widow. R. She's fooling 
thee. 

Jack. Disagreeable young man. R, He will do you an 
injury or injustice of some kind. 

Ten. Prison. 

Nine. Vexatious delays in business matters. 

Eight. Bad news. If followed by the p 7, quarrels. 

Seven. Quarrels which will be lasting unless the card 
is followed by some hearts. R, Family rows. 

Combinations, — 4 aces, death; 3 aces, dissipation; 2 
aces, enmity. 

4 Kings, honors; 3 Kings, success in business; 2 Kings, 
good advice. 



HOYLE'S GAMES 

4 Queens, scandal; 3 Queens, dissipation; ^ x^cieciio, 
friendship. 

4 Jacks, contagious diseases; 3 Jacks, idleness; 2 Jacks, 
quarrels. 

4 Tens, disagreeable events; 3 Tens, change of resi- 
dence; 2 Tens, loss. 

4 Nines, good actions; 3 Nines, imprudence; 2 Nines, 
money. 

4 Eights, reverses in business or love; 3 Eights, mar- 
riage; 2 Eights, trouble. 

4 Sevens, intrigues; 3 Sevens, pleasure; 2 Sevens, small 
affairs and gossip. 



FROG 



Three, four, or five players, 36 cards, which rank, 
A 10 K Q J 9 8 7 6. All aces are worth 11, tens 10, 
K's 4, Q's 3, and J's 2. This gives us 30 in each suit, 
or 120 in all. The object of the game is to get home in 
tricks the majority of these points, that is, 61 or more. 

There are only three active players in each deal. If 
four play, the dealer takes no cards. If five play, the 
dealer gives cards to the two on his left and the one on 
his right. Anyone can deal the first hand, giving 3 cards 
to each player and then 3 to the widow; then 4 to each 
player, but no more to the widow, and finally 4 more to 
each player, making three hands of 11 cards each, and a 
widow of 3 cards. 

Each player in turn, beginning with the eldest hand, 
can bid for the game he will play. There are three games : 

Frog, in which hearts must be trumps. The bidder 
turns the widow face up on the table, so that the others 
shall see what it contains. He then takes the cards into 



242 HOYLE'S GAMES 

his hand, and lays out any 3 cards he pleases, so as to 
reduce his playing hand to 11 cards. The cards laid out 
remain his property, and any points in them count for him 
at the end of the hand. 

The eldest hand always leads, no matter who is the 
bidder and each player in turn must follow suit if he can. 
If he cannot follow suit he must trump. If the trick 
has already been trumped the third player must also play 
a trump if he cannot follow suit, but he is not obliged 
to over-trump. 

At the end of the hand, the cards are turned over and 
counted, the bidder including his discard. Every point 
that he gets over 60 counts i for him in frog, and each 
of the other players must pay him. If he fails to reach 
60, he must pay each of the players at the table, including 
those who hold no cards, if any. Exactly 60 is a stand-off. 

Chico is the next higher bid. The single player can 
name any suit but hearts for the trump, and must play 
without the widow, although the points in it will count for 
him at the end of the hand. The value of the points over 
60 in chico is 2 each ; double what it is in frog. 

Grand is the highest possible bid. Hearts must be 
trumps, and the bidder must play without the widow. 
The value of the points over 60 is again doubled, being 4 
for grand. 

The bidder must play the game he names in his bid. 
He cannot bid chico and play grand. 

The game may be stopped at the end of any ** round "; 
that is, when each player shall have had an equal num- 
ber of deals. In settling, the highest score wins from each 
of the others, as in skat. Suppose three play, and the re- 
sult is: A, 250; 'B, 310; C, 84. As A wins from both, 
double his 250 = 500, and deduct what B and C have 
won, 310 + 84 = 394, giving A 106 plus. Then B's 



HOYLE'S GAMES -4, 

score; 310 X 2 = 620, minus 250 + 84 = 334, giving B 
286. Treat C's the same way; 84X2=168, minus 
250 -f- 310 == 560, a loss of 392, which is just what A 
and B have won. 



GO BANG 



A Japanese game, played on a board with 361 squares, 
19 on each side. Two, three, or four players are provided 
with counters of distinguishing colors, and the object of 
the game is to get five of one player's men in a row, verti- 
cally, horizontally, or diagonally. Each plays in turn, put- 
ting his man on any vacant square on the board. 



HALMA 

This is played on a board with 256 squares, each player 
having 19 men of distinguishing colors. The instructions 
for the various and complicated moves are always in- 
cluded with the apparatus which it is necessary to pur- 
chase in order to play the game. 



HEARTS 



Four to six persons can play. Fifty-two cards, which 
rank, AKQJ 10 9876543 2. There is no trump 
suit. The lowest cut deals the first hand, and ace is low. 
The cards are dealt round one at a time, as far as they 
will go equally. The black deuces are sometimes dis- 
carded to make the pack even for five players. 

The object is to avoid getting any hearts in the tricks 



244 HOYLE'S GAMES 

taken. Eldest hand leads, and all follow suit if able. If 
any player has none of the suit led, he may discard any- 
thing he pleases, usually high hearts. The winner of the 
trick takes it in and leads for the next trick. 

Each is for himself, and after all the cards have been 
played, each player turns over the cards he has taken in 
and counts the hearts in them, paying a chip into the pool 
for each one. 

Sweepstake Hearts 

Any player having taken no hearts at all, takes the pool ; 
two having taken none, divide it. If three or four have 
taken none, or if all have taken at least one, the pool re- 
mains, and becomes a *' jack," which can be won only by 
a single player taking no hearts, all the others having at 
least one. The pool is increased, by payments, 13 chips 
each deal until it is won. 

Heartsette 

In this variation, any surplus cards from the pack, after 
all the players have been helped, are left on the table, 
face down, and must be taken in oy the winner of the 
first trick, who shows them so that the others may know 
whether or not he is already ^^ loaded." 

Howell Hearts 

This is a method of settling, which avoids the luc| 
of the pool in sweepstake hearts. At the end of the hand 
each player puts in the pool, for every heart he has takeJ 
in, as many counters as there are players besides himself 
If four are at the table, he must pay three counters ioi 
each heart. After all have paid up, each player takes ou| 
of the pool one counter for every heart he did not take in] 



I 



HOYLE'S GAMES 

Suppose the hearts taken are : A 3 ; B 6 ; C ^ 
puts in 9; B 18; C 12, and D none. There are now 29 
chips in the pool. A draws 10, because there were 10 
hearts that he did not take; B 7 ; C 9, and D 13, and the 
pool is empty again. 

Auction Hearts 

The players bid in turn for the suit they wish to get 
rid of. No second bids. The amount bid must be placed 
in the pool, and the successful bidder then names the 
suit to be avoided, and leads anything he pleases for the 
first trick. At the end of the hand, each player has to 
pay for every card he has taken in of the named suit, 
just as he would have to pay for hearts in the ordinary 
game. 

If the result is a jack, the choice is not sold again, but 
the same player looks at his cards for the next deal, and 
again names a suit to be avoided for that hand. The one 
who was the successful bidder in the first pool continues 
to name a suit and to lead first until some one wins the 
pool. 

Spot Hearts 

Instead of counting each heart as one, the pips on them 
are reckoned, the J Q K A being worth 11, 12, 13 and 
14 respectively. The player with the smallest number col- 
lects from each of the others the excess they have over 
his. If two are equal, they divide what the others pay. 

Three-Hand Hearts 

When three play, the deuce of spades is thrown out, 
and 17 cards are dealt to each player. The settling is 
the same; but there are no jacks, the lowest score taking 
the pool. 



246 HOYLE^S GAMES 

Two-Hand Hearts 

Each player begins with 13 cards, dealt from a full 
pack. The remainder of the pack is placed face down on 
the table between them, and the winner of each trick 
draws a card from the top of the stock, the loser drawing 
the next card, until the stock is exhausted. 



Discard Hearts 
Black-jack, or Black-Lady 

In this variety, the J of spades counts as 10 hearts; or 
if the lady is the card selected, the queen of spades is 
worth 13 hearts. 

Each player at the table discards three cards, face down, 
and then picks up the three that have been discarded by 
the player on his right. As each must discard first, each 
knows three cards in the hand on his left, when it comes 
to the play. 

The jack or lady ranks in its natural place among the 
spades, and if spades are led, it must be regarded as a 
spade; but the moment any other suit is led, in which the 
player cannot follow suit, the jack or lady may be dis- 
carded, just as one would discard hearts. It can be played 
on hearts if the player has no hearts, as it ranks below 1 
the deuce of hearts if hearts are led. 

Progressive Hearts 

This is a game for large parties. At the end of eacli 
hand the two ladies at the same table compare, and thi 
one with the lesser number of hearts goes to the nex| 
higher table and gets a punch mark on her score cardJ 



HOYLE'S GAMES 



247 



The gentlemen compare in the same way, but the winner 
goes toward the booby table, so as not to meet the same 
winning lady again. Ties are decided by cutting. 

The prize winners are those who have the greatest 
number of punch marks at the end of the game. 



KENO, OR LOTTO 

Any number of players, one of whom must be the 
banker. Spread round on the tables are a number of cards 
with figures on them. These figures are so arranged that 
there are no duplicates on the same card, but there shall 
be five numbers in each horizontal row. For conven- 
ience in finding them, they are kept in separate columns, 
one column for each set of tens. This prevents any row 
having two numbers in the same set of tens. 

Across the middle of the card, its number is stamped 
in large red figures. Suppose this is card No. 264; — 



> 

2 






35 




SI 




72 


84 




16 


22 


38 






61 




88 


6 


10 


25 


264 




77 


7 






31 


44 


S3 




70 






12 






42 


59 


65 




80 



248 HOYLE'S GAMES 

A card may have less than five horizontal rows of fig- 
ures upon It; but no such row can have more or less than 
five figures in It. 

Each player pays so much for a card, and he may buy 
as many as he thinks he can take care of. The numbers 
of those paid for are pegged on a board as a check. 

The keno roller then puts 90 small numbered balls into 
a " goose/' which is a wooden globe, with a spout at the 
bottom like a powder flask, so as to let out only one ball at 
a time. The goose is spun round to shake up the balls, 
and as each is taken out it is announced. Any player find- 
ing the number on his card, covers it with a button, and 
the first player to get five numbers in the same horizontal 
row covered, shouts " Keno." The marker then calls the 
numbers he has covered, so that the roller can verify them 
as having all come out of the goose. If the keno is cor- 
rect and the card has been paid for and pegged, the player 
wins the pool. 



KLONDIKE 



There are several ways of playing this game, the fol- 
lowing being probably the original form. 

The banker sells a pack of 52 cards for $52, and he 
agrees to pay $5 for every card the player gets down in 
the '* top line,'' so that if he gets 11 or more down, he 
wins; if he gets 10 or less, he loses. 

The pack is shuffled by the player and cut by the 
banker. Holding it face down, 13 cards are counted off 
for the ** stock." The stock pile is placed, face up, on the 
player's left. The next card on the pack is turned face 
up for a " starter," and is put in the ^' top line," further 
from the player. Let us suppose it to be the jack of 



HOYLE'S GAMES 



249 



spades. All the starters for this deal will then be jacks, 
and nothing but jacks can be put in the top line, except 
cards that will build upon jacks already there. 

The starter settled, four cards are then dealt off the 
pack, one at a time, and are placed in a row to form the 
^' bottom line.'' From the remainder of the pack which 
is held in the player's hand face down, the cards are run 
off three at a time, each three being turned face up on 
the table. Let us suppose that the 5 of hearts is the top 
of the first three run off, the table will then have this 
appearance. 



The starter ; — 



The stock ;- 



4 >l 



The bottom line ; — 



4 ^ 



^ 



♦ 
♦ 






0^0 




The top of first 3 ; — 






If the player can " use " the top card of these three, 
or the top card of the stock, he does so, and then perhaps 
the card exposed underneath can be used also. 

Cards used in the top line must build ^' up " in sequence 
and in suit, so that nothing but the Q of spades will go 
upon the J of spades. When another J shows, it must 
be placed in the top line, and can then be built upon in 
sequence and suit. After getting up to the K, the A 



250 HOYLE^S GAMES 

comes next, and then the 2 and so on to the lO, which 
ends that suit and that pile. 

Cards used in the bottom line must be built " down " 
in sequence, and must alternate in color, regardless of 
suit. The red 5 which shows on the top of the first three 
cards laid off can be used by placing it on the black 6 in 
the bottom line. This will allow the black 4 on the 
stock to be used on the red 5. Two fresh cards are now 
exposed ; one on the stock and one of the two left on the 
table. If these can be used, they may be ; but if not, the 
player runs off three more cards from the pack, turning 
them up and placing them on the top of the two that were 
previously run off. 

If a card can be used by moving it from its place in the 
bottom line to another pile in either line, it may be, pro- 
vided there are not more than two cards in the pile from 
which it is taken. When a vacant place is left in the 
bottom line, it may be filled by taking a card from the 
top of the stock and placing it in the bottom line. 

The object is to build down on the lower line until 
starters appear, when they are placed in the upper line 
and built upon as rapidly as possible. 

When the player gets to the end of the pack, there may 
not be exactly 3 cards to run off, in which case he turns 
up what there are, just as if it were 3. He then takes 
up the whole pack again, without any shuffling or cutting, 
and turning it face down, goes through it, 3 cards at a 
time, as before. If any card has been used in the previous 
run through, it will of course change the cards that will 
appear on the second run through; but if the pack has 
been run through without using any card from it, or from 
the stock, it is obviously useless to go through it again, 
as the same cards will appear. 

As soon as the player is unable to build any further, the 



HOYLE^S GAMES 



251 



game is at an end, and the cards in the top row are 
counted and settled for. The other cards have no value. 



Seven-Card Klondike 

A much simpler method is to shuffle^the full pack of 52 
cards and, after cutting, turn up the top card, and then 
lay six more cards in a row to the right of it; but face 
down. On the second card of this top row, another card 
is placed face up, and then five face down. On the sec- 
ond of this last row, another card face up, and then face 
down to the end of the line, and so on, until the layout 
has this appearance; — 



♦ t 


























♦ 4- 
















1 


















J 




























S? 
^ 
^ 


9 
9 
9 










m 











The starters are always aces, and the moment an ace 
appears it is put in a line by itself at the top of the layout. 
On these aces, sequence and suit is built up to the kings. 

Before running off the remainder of the pack into 
threes, the player should build from one pile to the other 
as much as he can on the layout, all builds being down, 
and changing color. As soon as a space is left, it can 
be filled with a king, but with no other card. 

In the example, the player could put the black 5 on 



252 HOYLE'S GAMES 

the red 6, leaving a space. In this space he could put 
the black K, and upon it the red Q. The moment a card 
is taken away to another file, the card under it is turned 
face up and is available for building. 

In this game the player is not allowed to borrow a 
card from one file unless it is the only card on that file, 
face up, or unless he can take all the cards that are face 
up together. If he had fate up on a file cards from a red 
4 to a black 9, for instance, he could move them all to 
build them on a red 10. 

Payments are made for all the cards in the ace line ; 
that is, for all aces and cards in sequence and suit with 
them showing on the top line. As soon as the player is 
no longer able to make a change by running off the pack 
in threes, the game is at an end. 

Another way to play is to run off the pack one card at 
a time, instead of in threes. When this is done, the pack 
is gone over once only, and that ends it. 



LANSQUENET 

Any number of players, with a full pack of 52 cards; 
sometimes two packs shuffled together, and used as one. 
The first deal is cut for; then it passes to the left. The 
cards are shuffled and offered to the players to be cut. 

The two top cards are turned face up and placed aside, 
for the purpose of deciding whether the deal shall pass 
or not. They are called the ^' hand cards," and no bets 
can be made on them. The banker then deals one card 
face up for himself, and one face up for the players. If 
his or their card matches one of the hand cards, it must 
be placed with them, and another dealt, as all bets must 



HOYLE'S GAMES 253 

be made on single cards. All bets made upon the play- 
ers' card are supposed to be covered by the banker at once. 

The banker proceeds to turn cards from the top of the 
pack, one at a time, and as long as his own card remains 
undrawn he wins. If he draws one of the same denomina- 
tion as the players' card, he takes all bets made upon it. 
If he draws his own card, the players win all they have 
staked. If he draws a card that matches neither, it is 
placed beside the players' first card, and they can then 
bet upon it also. 

As soon as one of the players' cards is matched, the 
banker withdraws the pair and places them beside his own 
card, so as to keep them separate from the exposed single 
cards, but he cannot withdraw his own card. If a card 
turns up which matches either of the hand cards, it is 
placed upon the card it matches. If both of them are 
matched before either the player's or the bankers' card 
appears, the banker can gather up all the cards and deal 
again. 



LAWS OF CARD GAMES 

All card games are governed by certain general prin- 
ciples, with which the card-player should be familiar. In 
certain games, for certain reasons, special laws are made to 
I fit the peculiarities of the case; but the laws which are com- 
I mon to all and which may safely be applied to any game 
1 which has no special code of rules, are briefly as follows ;— 
^ If there is any choice about seats or cards, or if any 
f position in the game, such as first dealer, is an advan- 
! tage, it is usual to cut for the privilege. In some games, 
i the lowest cut wins ; in others the highest, and in some 
the cards rank one way in cutting and another way in play. 



254 HOYLE'S GAMES 

The usual method of cutting for partners or deal, is to 
shuffle the pack and spread it face down on the table, each 
playef drawing a card. It is not allowed to draw a card 
within four of either end. In case of ties they cut again; 
but in case of cutting ties for partners, the new cut de- 
cides nothing but the tie; because if the first cut has 
given to a certain player any special privilege, such as 
the first deal at bridge, he cannot be deprived of it by a 
second cut made by other players. 

In round games, where there is only one thing to de- 
cide, such as the first deal, a common way is to throw 
round the cards until some one gets a jack. 

Before the deal, although any player at the table has a 
right to shuffle the cards, the dealer can shuffle last of all. 

The pack is always presented to the non-dealer, or to 
the player on the dealer's right, called the " pone " to be 
cut, and at least as many cards as will form a trick must 
be left in each packet. If it is not a trick-winning game, 
as many as would form a hand or as are dealt at a time, 
never less than four or five. 

The cards are always dealt from left to right, face 
down, to each player in rotation, beginning on the dealer's 
left. In all games in which there is a widow or blind, 
the cards for it must never be the first nor the last laid off. 
The usual rule is to lay off for the widow after dealing 
the first round to each of the players, including the 
dealer himself. 

If a pack is found to be incorrect or imperfect, the deal 
is void, but all previous scores made with that pack stand 
good. An imperfect pack is one in which there are dupli- 
cates, or missing cards, or cards so torn or marked that 
they can be distinguished by the backs. 

If a card is found faced in the pack, or if the dealer 
gives too many or too few cards or hands, it is a misdeal. 



HOYLE'S GAMES 255 

Whether or not a misdeal loses the deal depends on 
whether the deal fs an advantage. If the deal is an ad- 
vantage, a misdeal loses it, except in special games like 
bridge or cribbage; but if any other position at the table 
is an advantage, like the age in poker, the same dealer 
deals again. 

In all bidding games, the bid goes from left to right, 
usually beginning with the eldest hand. 

In playing, unless it is a bidding game, the eldest hand 
always leads first. In many bidding games, the success- 
ful bidder leads first; but if it is a partnership game, the 
eldest hand still leads. 

If any cards are exposed in play, as by playing two or 
more to a trick, dropping cards face up on the table, such 
cards are exposed, and must be left face up on the table, 
if the player in error has any partner that could derive 
any information from the exposure. These exposed cards 
can be called by the adversaries at any time. When the 
game is short and one exposed card might decide it, the 
player in error loses the game at once, as in skat. 

If a player who has a partner leads out of turn, the 
lead is an exposed card, but in some games the adversary 
can call a suit from the one that should lead, or that next 
gets into the lead, instead of calling the card exposed. In 
short games like skat and euchre, a lead out of turn loses 
the game. 

If any player is found to have a wrong number of cards, 
after he has played to the first trick, the others having 
their right number, the penalty depends on the nature of 
the game ; but the general principle is, that if he is short, 
he is responsible as if he had the card in his hand. If 
the full pack is dealt out, he must find the card. If a 
player has too many cards, his hand is foul and he cannot 
score anything. 



2s6 HOYLE'S GAMES 

Claims for revokes must be proved before the score is 
put down. Errors in the score must be corrected before 
the final settlement, as of a rubber, is agreed to. 



LIFT SMOKE 

Any number of players less than seven, each putting a 
counter in the pool. Fifty-two cards, dealt one at a time, 
until each of six players has 4, five players 5, four play- 
ers 6. The next card is turned for a trump, and the re- 
mainder of the pack is left on the table, face down, for the 
stock. 

Eldest hand leads, and all follow suit if they can. 
Having none of the suit, the player can trump. The 
winner of the trick draws the top card from the stock 
and leads for the next trick; but none of the other play- 
ers draw any cards. The last player to hold cards wins 
the pool. If it comes down to two players with a card 
each, the proper one leads, and the winner of the trick 
takes the pool. 



MATRIMONY 

This is a round game for any number of players, with 
a layout on the table, which may be a sheet of paper, in 
the centre of which is a circle, marked " Matrimony." 
This means any king and queen. The four sides of the 
layout are marked respectively; ^' Best," which is the dia- 
mond ace; ** Pair," the highest pair shown; ** Confeder- 
acy," any king and jack; and '* Intrigue," any queen and 
jack. 



HOYLE'S GAMES 257 

The players cut for deal, and the dealer names a cer- 
tain number of counters, say 12, which he distributes on 
the layout to suit his fancy. The other players must then 
each take one less, that is 11 counters, and distribute 
them on the layout as they please. If the dealer bets 20, 
they must each bet 19. 

The dealer gives a card to each, face down, and an- 
other face up. If the ace of diamonds shows face up, it 
takes everything on the layout. If it does not show, all 
bets on *^ best '' remain until the next deal. The players 
then turn up their down cards, and anyone holding any 
of the combinations except ** best '* takes all bets upon that 
part of the layout. The player nearer the dealer on his 
left wins ties. 

Any part of the pool not won remains until the next 
deal, which passes to the left, the new dealer announcing 
and putting up as many counters as he pleases. 



MONTE BANK 
Or, Spanish Monte 

This game is evidently the modern version of lans- 
quenet. It is called monte '' bank " to distinguish it from 
three-card monte. Any number can play against a 
banker, who places on the table all the money he will risk 
usually gold and silver, neatly piled up. 

The Spanish pack of forty cards is used. After it is 
: shuffled, it is offered to the players to cut. The banker 
! holds the pack face down, and draws two cards from the 
bottom, placing them face up on the table for the '^ bot- 
tom layout.'^ Two cards are then drawn from the top 
for the *^ top layout.'* The players can bet on either 



258 HOYLE'S GAMES 

layout, and after all bets are made the pack is turned 
face up. 

The card in sight is called the ** gate " or " port," and 
if it is of the same suit as either of those in the top lay- 
out, the banker pays all bets on that layout. If it is the 
same suit as either card in the bottom layout, he pays 
that also. If there is no card of the same suit as the gate 
in either or both layouts, the banker wins. 

Suppose the cards in the top are clubs and spades; in 
the bottom spades and hearts. If the gate is a club, the 
top wins and the bottom loses. If the gate is a diamond, 
both layouts lose. If it is a spade, both layouts win. 

The pack is then turned face down again; the gate is 
thrown aside; two fresh layouts are made, bets placed, 
and another gate turned up as before, and so on. 



MORELLES 
Or, The Mill 



This is the game of Nine Men's Morris, referred to in 
" Midsummer Night's Dream." Each player is provided 



HOYLE'S GAMES 259 

with nine men, of distinguishable colors, and each places 
one man in turn upon the layout, the object being to get 
three men in a line by occupying any of the intersections, 
corners, or meetings of the lines on a sheet of paper, ruled 
off like the diagram. 

The first to succeed in getting three men in a line, can 
remove from the board any one of his adversary's men that 
he chooses, except that he cannot take one of three already 
in line unless there are no others on the layout. 

As soon as all nine of his men are entered, the player 
can move any man to any adjoining space, provided it is 
vacant. The moment a new line of three is formed in this 
way, an adversary's man can be lifted. Sometimes one 
man can form and reform two lines alternately several 
times. 

This continues until one player has only three men left. 
Any of these three men can then hop over to any vacant 
square on the board. As soon as the other is reduced to 
three men, he can hop also ; but the moment either player 
has only two, his game is lost. 



• MORT 
Or French Dummy 

Four players, 52 cards, which rank: A K Q J 10 9 8 
765432. Lowest cut deals the first hand of the first 
game, and is called Vivant; the next lowest cut will be 
Vivant next game, and so on ; one cut deciding the order 
for four games. Player sitting opposite Vivant is Mort 
for that game. Vivant deals four hands of thirteen cards 
each, one at a time, turning up the last for a trump. 
Next deal, if the game is not finished, the player on 



26o HOYLE'S GAMES 

Vivant's left will deal, but the original Vivant is still the 
one that plays the dummy. Next deal, Vivant will deal 
for his dummy, and so on round, Mort remaining dead 
to the worljd all the time. As soon as a game is finished, 
the player who was Vivant sits opposite the next Vivant, 
and becomes Mort for that game. 

A misdeal does not lose the deal. 

The cards dealt to Vivant's partner, Mort, are turned 
face up before a card is led, no matter who deals. Vivant 
pla5^s his own hand and Mort's, no matter who deals. 

Eldest hand leads any card he pleases, and the others 
must follow suit if they can, the winner of the trick lead- 
ing for the next trick and so on. The first six tricks taken 
by one side do not count, but all over these six, the 
*' book,'' count toward game. 

Five points is game, made by tricks alone, as honors 
have no value in mort. If one side wins more than enough 
to go game they still go on playing the hand and score 
all the points they can get. Suppose Vivant is 4 up and 
wins 5 by cards; he wins a game of 9 points. 

If either side makes a slam, all 13 tricks, it is worth 
20, but it counts nothing toward game, being scored 
above the line, so that if Vivant were 3 up and made a 
slam, he would still be only 3 up so far as winning the 
game went. 

The games have a different value according to the 
state of the loser's score. If they have nothing, the win- 
ner adds 3 ; if they have i or 2 points only, the winner 
adds 2; if they have 3 or 4 up, the winner adds i. In 
addition to this, the winners always add 4 for consolation. 
Both sides then add up and the difference is the number 
of points won. 

Suppose Vivant wins a game of 9 to 4. His score is 
9, + I, for the '' single," + 4 ioi the consolation, or 14 



HOYLE'S GAMES 261 

points, from which he must deduct the 4 the adversaries 
made, leaving him 10. These 10 points he wins from 
each adversary. The dummy player or Mort has nothing 
to do with these payments, as he is not interested in the 
game in any way. 

Suppose the adversaries w^in a game of 7 to 2, Vivant 
having made a slam on one hand. They score 7, + 2 
for the double, +4 foi" the consolation, =13. Deduct- 
ing this from Vivant's 22, shows they have lost 9 points, 
although they won the game. 

The first game over, Vivant sits opposite the one who 
will be Vivant for the next game, so that the Vivant for 
one game has no interest whatever in the next. But in 
the third, he will enter as an adversary of the Vivant. 



NAPOLEON 
Or Nap 

Two to six players, four being the usual number. 
Fifty-two cards, which rank: AKQJ 10 9876543 2, 
the ace being the highest in play, but lowest in cutting. 
The lowest cut deals five cards to each player, 2-3 at a 
time. No trump is turned, and there are no misdeals. 
Each player is for himself. 

Each player in turn, beginning on the dealer's left, bids 
the number of tricks he will take if allowed to name the 
trump suit. The successful bidder must lead a trump 
for the first trick. A bid of five tricks is '^ nap." If all 
pass, the dealer is bound to bid at least one. 

Players must follow suit if they can. After the first 
trick, any suit may be led. As soon as the bidder gets 
the number of tricks he has bid, the rest of the hand is 



262 HOYLE'S GAMES 

abandoned, and the adversaries each pay him a counter 
for every trick bid. If he fails, he must pay each adver- 
sary as many counters as he bid. A player bidding nap 
wins lo from each if he succeeds, but pays 5 only if he 
fails. 

Wellington and Blucher 

It is sometimes agreed that a player may overbid " nap " 
or 5 tricks, by calling *^ Wellington,'' which means that 
he w^ill play to win all five tricks, and will pay 10 count- 
ers to each if he fails. This again may be outbid by a 
** Blucher '' which will pay 20 if it fails. In neither of 
these will success bring more than 10 from each of the 
adversaries. 

Misery Nap 

Sometimes it is allowed to bid misery, in which there 
is no trump suit, and the bidder proposes to avoid taking 
a single trick. Misery ranks between a bid of three and 
one of four, and wins or loses three counters with each 
adversary. 

Pool Nap 

Each player contributes a like amount, and each dealer 
in turn adds a stipulated sum. The revoke penalty is to 
add 5 counters to the pool; a lead out of turn pays 3. 
Nothing less than a bid of nap will win the pool, and if 
such a bid is made and fails, the player must double the 
amount then in the pool, besides paying the individual 
players 5 each. 

Ecarte, or Purchase Nap 

After the pool is made up, and before bidding begins, 
each player in turn may buy cards in exchange for any 



HOYLE'S GAMES 263 

of those dealt him, paying a counter for every card he 
throws out. 

Peep Nap 

One card is dealt face down for a widow. Any player 
who will pay a counter to the pool may take a peep at 
this card before he bids. The one who offers to take the 
most tricks, takes the widow, whether he has previously 
peeped at it or not, and discards down to five cards again, 
before he plays. Even if nap has been bid, the following 
players have the privilege of a peep if they pay. 

Widow Nap 

Five cards are dealt for a widow hand, one on each 
round, just before the dealer helps himself. Any player 
who is willing to bid nap may take the widow and dis- 
card down to five cards again before he leads. Any less 
bid than nap must be played without seeing the widow. 



OLD MAID 

Throw out the Q of hearts from a 52-card pack. Dis- 
tribute the cards one at a time as far as they will go 
among the players, until the whole pack is dealt out. The 
players sort their cards into pairs, and all pairs are thrown 
on the table face up. Four of a kind is two pairs. 

Each player in turn, beginning with the eldest hand, 
then offers her remaining cards face down, and spread 
out like a fan, to the player on her left, who draws one. 
If it makes a pair, the pair is thrown out, as before. 



264 HOYLE'S GAMES 

Whether she gets a pair or not, she presents her hand in 
turn to the player on her left. This is continued until 
only one card is left, which must be the odd queen. 



PATIENCE GAMES 
Or Solitaire 

In almost all games of patience or solitaire the prin- 
ciple involved is that of playing sequences '^ up 'V or 
** down," changing colors each time, so that a red 4 will 
require a black 3 upon it if one is playing '* down "; or 
a black 8 will require a red 9 if one is playing '' up.'* 
When the object is to get the cards out of the pack in 
sequence and suit, separate piles are usually started with 
a particular card, which is called the " foundation " ; and 
each foundation pile must begin with a card of the same 
denomination. 

There are endless forms of solitaire, or patience; but a 
description of one or two games will probably give one 
an idea of the whole. Klondike, already described, is 
really a game of solitaire. 

With One Pack 

Sort out the four aces and lay them in a row for the 
foundations. The object is to build upon these, in se- 
quence and suit, up to the king. 

Shuffle the rest of the pack and deal the cards on the 
table, one at a time, face up, using any card that i^ 
available for building on the foundations. Cards not 
available must be left face up in piles below the four aces,^: 



HOYLE^S GAMES 265 

and not more than four of such piles may be formed; 
but the unavailable cards can be placed in any of the four 
piles at pleasure, and the top card of any pile may be taken 
at any time for use on the foundations. 

Sometimes, instead of laying out the four aces at the 
start, the player waits until he reaches them in the course 
of running through the pack. It is then permitted to pick 
up the piles and run through the pack a second and third 
time, leaving the foundations as far as they have gone. 

With Two Packs 

Four rows of ten cards each are laid down, face up. 
Pick out any aces that appear, and place them apart as 
foundations, upon which to build sequence and suit up to 
kings. 

No card in the layout can be used that has a card in 
the line immediately below it, so that only the cards in 
the bottom row, or above where an ace was, can be used 
at first. The next card turned up on the top of the stock 
can also be used. 

In the layout itself, sequence and suit must be built 
down, from the 5 to the 4. When a card is taken from 
the lower row to build with it, it releases the card imme- 
diately above it. If all four cards in one of the ten rows 
are used, leaving that row vacant, it can be filled from the 
top again with any card from the layout, or one from the 
top of the stock. 

The stock should not be used until all the available 
cards have been built upon the layout itself. As the 
stock is gone over card by card, any cards which cannot 
be used, either in the layout or on the foundations, must 
be thrown aside as dead. 

There is no redeal. 



266 HOYLE'S GAMES 



PINOCHLE 

Two-Hand 

Two players, with two packs of 24 cards each, shuffled 
together and used as one. The cards rank: A 10 K Q J 9. 
Ace is high, both in cutting and in play. Highest cut has 
choice to deal the first hand or not. Twelve cards are 
given to each player, four at a time, and the next is turned 
up for the trump. If the turn-up is a 9, the dealer scores 
10 points at once for *^ dix." After winning a trick, and 
before drawing from the stock, the 9 in a player's hand 
may be exchanged for the turn-up trump, and 10 scored 
for it. 

Eldest hand leads for the first trick. There is no obli- 
gation to follow suit, even in trumps, until the stock is 
exhausted. After each trick, the winner draws the top 
card from the stock, and the loser of the trick takes the 
next one. 

Upon winning a trick, and before drawing from the 
stock, the player can '' meld '* certain combinations of 
cards. These melds are divided into three classes, as fol- 
lows. 

CLASS A. Counts. 

K and Q of any plain suit 20 

K and Q of trumps 40 

Five highest trumps, AioKQJ 150 

CLASS B. 

Spade Q and diamond J, pinochle 40 

Double pinochle, both Q's and J's 80 



HOYLE'S GAMES 267 

CLASS C. Counts. 

Four aces of different suits . 100 

Four kings of different suits 80 

Four queens of different suits 60 

Four jacks of different suits 40 

Only one meld can be made at a time, and a fresh card 
must be played from the hand for each. If the trump 
marriage' is scored first, the A 10 J may be added to 
score the sequence; but if the sequence is scored first, the 
marriage is lost. Kings and queens once used in mar- 
riages cannot be used again except to form melds in an- 
other class, such as four of a kind. A new king cannot 
be added to the queen used in trump sequence to make a 
new marriage. Some cards may be used several times 
over, such as the spade queen, which may be melded in 
marriage, then in trump sequence, then in pinochle, and 
in four queens. 

All melds must be left on the table; but the cards may 
be led or played at any time, as they are still part of the 
player's hand. After the last card is drawn from the 
stock, no further melds can be made, and all the cards 
lying on the table are taken in hand again. 

During the last twelve tricks, the second player to each 
trick must not only follow suit if able, but must win the 
trick if he can, either with a higher card or with a trump. 
The winner of the last of these twelve tricks scores 10. 

In addition to the melds, dix, and last trick, there is 
a score for '^ cards.'' AH aces are worth 11 each; tens 
10; K's 4; Q's 3; J's 2, so that there are 240 of these 
points to be divided between the players on every deal. 
These are not reckoned during the play of the hand ; but 
each player should keep mental count of them when the 
end game is close. 



268 HOYLE^S GAMES 

Game is i,ooo points, and the player who first reaches 
that number and announces it, wins. If both are i,ooo, 
the one who calls out wins, unless they are both finished 
playing the hand and have started to count their cards, 
in which case, neither having called out, they must set the 
game to 1,250. It is too late to call out after the last 
trick has been taken in and the other cards touched to 
count them. If a player calls out when he is not out, he 
loses, no matter what the other player's score may be. 

Sometimes the aces and tens are the only cards counted, 
and they are reckoned as 10 each, making 170 the total 
count for cards, including the last trick. 

Sometimes all the counts are reduced so as to make 
each 10 worth i only, and the game is then 100 up. 
Pinochle would then be worth 4 instead of 40. 

Another method is to call the aces and tens worth 10 
each, the kings and queens worth 5 each, jacks nothing. 
This preserves the original total value of the cards and 
last trick, making it 250. 

Three-Hand ^ 

A.f ter the cards are cut, the bottom card is turned up 
for the trump, and sixteen cards are then given to each 
player, four at a time. There is no stock, and each player 
is for himself. Any player may show the dix and ex- 
change it for the turn-up at once. If two players have 
dix, the one next the dealer on the left gets the trump 
card, but both score 10 points. 

All melds must be shown before a card is played, and 
the cards may be combined in as many ways as they would 
be if the melds were made one at a time, as in two-hand. 
One fresh card must be laid out from the hand for every 
fresh meld as it is announced. 



HOYLE'S GAMES 269 

Four kings and queens count 220. The trump se- 
quence is worth 190. 

If a player does not win a trick, all his melds for that 
deal are wiped off the slate again. 

No melds are allowed after the play to the first trick; 
but all melds may be scored as soon as the player who has 
made them wins a trick. Players must follow suit, and 
must head the trick if they can. The winner of the last 
trick scores 10 points. 

The game is 1,000 up, and the first player correctly 
announcing that he is 1,000, wins. If he is wrong, he 
loses the game at once, and the two others play on alone. 

Four-Hand 

Two play against two, as partners, or each may be for 
himself. After the cut, the bottom card is turned up for 
the trump and then twelve cards are dealt to each player, 
four at a time. 

The rules are the same as in three-hand. If each is 
for himself, he must win a trick before he can score his 
melds; but if it is a partnership, either partner winning 
a trick makes the melds for both good. If no trick is 
won, the melds are lost. 

Sixty-Four Card 

This game is played by adding the 7's and 8's to the 
regular pack. Twelve cards are dealt to each player, and 
the seven takes the place of the nine as dix. 

Auction Pinochle 

This is a game for three or four players, each for him- 
self. The whole pack, 48 cards, is dealt out, four cards 



270 HOYLE'S GAMES 

at a time to each player in turn; but instead of turning 
up the last card for a trump, each player in turn to the 
left of the dealer bids for the privilege of naming the 
trump suit. There are no second bids. The highest bid- 
der names the trump, and melds are then in order. Dix 
can be melded like any other combination. 

Sometimes four play in partnerships, in which case tlie 
eldest hand always leads for the first trick. If each is 
for himself, the successful bidder leads for the first trick. 

Each player in turn must not only follow suit, but 
must head the trick if he can. In a partnership, the fourth 
hand must win his partner's trick if able to do so. If a 
trick is already trumped, and a player who holds trumps 
cannot follow suit, he must under-trump if he cannot over- 
trump. 

Penalties 

In addition to the rules which govern the regular game, 
if the partner of the highest bidder lays down any meld 
before the trump suit is named, the adversaries can have 
a new deal. 

The successful bidder always has the first count. If he 
makes good his bid he scores all he makes before the others 
score anything. If this is enough to put him out, he wins 
the game, no matter what the others have made. 

If the bidder fails to make good, he scores nothing for 
melds or cards and is set back the amount of his bid, his 
adversaries scoring whatever they make on the hand. 

With a Widow, or Discard Pinochle 

In this form of auction pinochle, three cards are dealt 
for a widow when three play ; four cards when four play, 
so that in the first case each player will have fifteen cards, 
and in the second eleven cards. 



HOYLE'S GAMES 271 

Each player is allowed three bids. The first three are 
made to the eldest hand by the player on his left. As 
soon as one or the other of these two passes, the next 
player to the left bids or passes. If a player refuses the 
amount bid, it means that he will undertake to make as 
many as that himself. 

The successful bidder turns the widow face up on the 
table so that the cards may be seen by all. He then takes 
them into his hand and discards anything he pleases, so 
as to reduce his hand to the correct playing number. The 
trump is then named, and the melds are then in order. 
The bidder leads for the first trick, and the game pro- 
ceeds as usual. 

The bidder always has the first count. 

It is usual in this game, to reckon aces and tens as 10 
each, kings and queens as 5 each, jacks nothing, so as to 
make 250 in cards, including the last trick. 



p 



Gaigel, or Short Pinochle 



In this variety of pinochle, the 48-card pack is used, 
and the only melds are the following: 

K and Q of any suit 20 

Double marriage in the same suit 40 

K and Q of trumps 40 . 

Double marriage in the trump suit 80 

Any HvQ nines loi 

Two single marriages in the same suit cannot be de- 
clared, even at different times. In melding a double mar- 
riage, all four cards must be laid on the table at once. 

The game is loi, therefore any five nines win the game 
at once, just as eight aces used to win the old game of 
pinochle. 



272 HOYLE'S GAMES 

If one player gets loi before his adversary scores a 
point he wins a double game, or if a player calls out 
when he is not out. 

This is supposed to be for two players only, and the 
rules of pinochle, two-hand, govern it. 

Laws of Pinochle 

In cutting for partners or for deal, if a player exposes 
more than one card, he must cut again. 

Each player has a right to shuffle the pack, the dealer 
last. The cards must be presented to the pone to be 
cut, or it is a misdeal. At least five cards must be left in 
each packet in cutting. 

If a card is found faced in the pack in dealing, or if 
the dealer exposes a card that will fall to an adversary, 
he may be called on to deal again. If a player exposes 
any of his own cards, the deal stands good. If a card 
is found faced in the stock in two-hand, after the first 
trick has been played to, it must be turned face down in 
its place. 

If the dealer gives too many cards to any player, there 
must be a new deal unless he has played to a trick with 
the foul hand, in which case the deal stands and he for- 
feits his entire score for cards. If one player has too 
many and another too few cards, there must be a new 
deal. 

In two-hand, if one forgets to draw, he may be allowed 
to draw two cards next time, or the deal may be called 
void. If a player draws two cards instead of one, he 
must show the second card if he has looked at it himself. 
If he draws the wrong card he must show his own. If 
both draw wrong cards, they keep them. If the loser of 
a trick draws first, he must show the second card if he 



HOYLE'S GAMES 273 

has seen the first. If he draws two cards and looks at 
them, his opponent, on the next trick, may draw two 
cards and look at them, no matter who wins the trick, 
and take which he pleases. If there is an odd card left 
at the end, the winner of the last trick takes the top 
card, the loser takes the trump, and the other card re- 
mains untouched. 

In two-hand, if the player exchanges the dix for the 
trump card before he draws, and at the same time uses 
the trump card as part of a meld, the score for dix is 
lost. 

Any player looking back at any but the last trick turned 
down loses his entire score for cards. In a partnership 
game, if one tells the other how many points they have 
taken in, both lose their score for cards. 

If a player fails to follow suit when required to do so, 
or to head the trick, or to play a trump when it is called 
for, he forfeits his entire score for cards for that deal. 

If a player corrects the error before the trick is gath- 
ered, he must leave the card wrongly played on the table, 
liable to be called by any adversary. 

In auction pinochle, if an adversary of the bidder re- 
vokes, the bidder cannot be set back, but must be allowed 
to score all he makes, regardless of what he bid. 

In two-hand, either player may call out, whether he is 
in the lead or not. If he is correct, he wins; if not he 
loses the game, no matter what the other's score may be. 
A player may call out upon winning a trick and melding, 
and before drawing from the stock, if the meld puts him 
out. 

In three or four-hand, if a player or a partnership fails 
to win a trick, all its melds for that deal are lost. 

In auction pinochle, if the bidder fails to make good, 
he scores nothing. The others score whatever they make. 



274 HOYLE'S GAMES 



PIQUET 

Or, Piquet au Cent 

Two players, 32 cards, which rank, A K Q J 10 9 8 7. 
Lowest cut deals, ace is low. Twelve cards to each 
player, two at a time. No trump turned. The remain- 
ing eight cards are placed on the table face down, the 
five on the top being placed across the three on the 
bottom. 

The object of the game is to make points, sequences, 
fours, and triplets. 

The players first examine their hands with a view to 
improving them by discarding and taking in other cards. 
If the non-dealer, the pone, finds himself with no K, Q, 
or J, he announces ^' carte blanche " immediately, and 
scores 10 for it. The pone must discard at least one card, 
and not more than five. For as many as he has laid out 
he takes others from the five on the top of the stock. If 
he takes less than five, he may look at the remainder of 
the five he might have taken ; but not at any of the three 
others. 

The dealer has the privilege of taking all that are left, 
but is not obliged to take any. If he holds carte blanche, 
he must announce it as soon as the pone has discarded 
and drawn. The dealer may look at the cards he leaves 
any time before playing to the first trick. If he looks, 
the pone may see them also; if he does not, the pone 
cannot. Either may look at his own discards any time 
during the play. 



HOYLE'S GAMES 275 

After discarding and drawing, announcements are made 
as follows: 

The point is the suit of the greatest numerical value, 
reckoning aces as 11, court cards as 10 each, all others by 
the pips. The pone calls the number of his point, and 
the dealer says ^' good," or ^* not good," as it is better or 
worse than his own. If equal, he says ** equal." If the 
point is good, one point is reckoned for each card in the 
suit. Sometimes points of 34, 44, 54, and 64, are reck- 
oned as only 3, 4, 5, and 6 respectively. If a player 
undercalls his point, he must abide by his error. If the 
point is equal, neither player counts it. 

Sequences are called next. The greatest number of 
cards in sequence in any one suit is ^^ good," but there 
must be three or more. Number being equal, the high- 
est card decides it. Sequences of eight cards are worth 
18; seven cards 17 ; six cards 16; five cards 15 ; four cards 
4 only; three cards 3 only. The player holding the se- 
quence that is ^^ good " can reckon any others he holds, 
but his adversary cannot count any sequences. If the best 
is a tie, neither player counts any sequences. 

Fours and triplets are called next, and counted if 
" good " ; but they must be tens or better. Four of a kind 
is worth 14; three of a kind 3 only. If each holds the 
same number, the higher is good. The player holding 
the best can count all other fours and triplets he may 
have, but his adversary cannot count any. For instance: 
One has four tens and three jacks; his adversary holding 
three aces and three kings. The four tens are ^* good " 
so the three jacks can be scored, but the aces and kings 
count nothing. A player cannot afterward count better 
sequences, fours, or threes than those he first calls. He 
may '* sink " his best if he so chooses, refusing to call it. 

After the pone has counted all that he is told is good, 



2 76 HOYLE^S GAMES 

he leads any card he pleases. Before playing to this lead, 
the dealer counts all that he has that is good. 

The second player in each trick must follow suit if he 
can, but he is not obliged to win the trick. The leader 
in each trick counts '^ one " every time he leads a card 
higher than a nine, whether it wins the trick or not, add- 
ing this ** one " to the total of all he had that was good. 
Suppose the pone had a point of 5, sequence of 15, and 

3 queens, total 23. If he leads any card above a nine, he 
says '' twenty-four." If the second player wins any trick 
with any card above a nine, he counts one, adding it to 
the total of his previous announcements. The winner of 
the last trick counts two. 

All the tricks played can be examined by either player 
at any time. If the players each win six tricks, it is a 
tie; but if either gets more than six, he scores 10 for 
cards. Winning every trick counts 40 for *^ capot.*' 

The game is 100 points. 

If a player can count up to 30 in declarations and play 
to tricks before his adversary counts anything, he adds 
30 to his total and calls ^^ sixty " for " pic.'' If he can 
count to 30 in hand alone, before playing a card, and 
before his adversary has anything that is good, he adds 
60, and calls '' ninety " for ^^ repic." Equalities do not 
save pic or repic. 

In scoring pic and repic, the order of the declarations 
must be carefully observed; because those first in order 
count ahead of those later, and may save repic. The 
point is especially useful in this respect. The order is: 
carte blanche, then point, then sequence, then fours and 
triplets. If there is no carte blanche, and the point is 
equal, one player may make repic with sequence and fours, 
if they are both good. 



HOYLE'S GAMES 277 

Rubicon Piquet 

In this variation, the point is decided by the greater 
number of cards in the suit, the pip value being called 
only to decide ties. The last figure only is given, 46 
being called as 6. If the pone's point or sequence are 
good, the suit must be named. 

Every card led counts one, regardless of its value. 

Six deals is a game, and at the end the player with the 
higher score adds 100 points and then deducts his adver- 
sary's score, winning the difference. If the loser does not 
reach 100 points, in the six deals, he is rubiconed; and 
the winner adds his score, instead of deducting it. If 
both fail to reach 100 in the six deals, the higher score 
still wins a rubicon. 

Penalties 

A misdeal does not lose the deal. If a player deals out 
of turn, he may correct himself if he has not seen any 
of his cards. If the dealer gives too many or too few 
cards, a new deal is at the option of the pone. If the 
deal stands, the stock must be divided 4-3, or 5-2, if it 
IS short. 

Should a player discard less than he intended, he can- 
not change his discard after he has touched the stock. 
If he has discarded too many, he may take back if he 
has not touched the stock. If he has discarded wrongly 
and drawn, and cannot draw cards enough to restore his 
hand to 12 cards, he must play with the short hand. 

If the pone draws any of the 3 cards that belong to 
the dealer, he loses the game. In rubicon, he does not 
score anything that deal. If the dealer draws any of the 
pone's five, before the pone announces that he leaves so 



278 HOYLE'S GAMES 

many, he loses the game. In rubicon, he scores nothing 
that deal. If the pone says nothing about leaving any, 
the dealer has a right to assume that only three cards 
remain. 

If either player draws a card too many, he may re- 
place it if he has not seen it nor put it in his hand. If 
he has seen it, he must show it. If the superfluous card 
has been taken in hand, the hand is foul, and nothing 
can be scored with it; but the adversary can score what- 
ever he has, even if inferior. A player with too few cards 
can play and score whatever he holds and makes, except 
capot and last trick. 

If a player looks at one of the other cards before or 
during the draw, he cannot count anything that hand. If 
he looks at a card left in the stock when he is not entitled 
to do so, his adversary can call a suit to be led. 

A player who has made an erroneous declaration must 
amend his call before he plays, or he will lose any other 
declarations, even if they were correct. His adversary 
will then count anything he holds, even if inferior. 

There is no revoke in piquet. When the error is dis- 
covered the cards are taken back and replayed. 



Piquet 



E 



a Eucnre 



Any number of players from 3 to 7, each playing two 
consecutive deals; first with the player on the right and 
then with the player on the left. At the end of the round, 
each pays the difference between his score and that of the 
others. 

Piquet for Three, or Piquet Normand 

Three players, each having 10 cards dealt to him. The 
tw^o that remain in the stock can be taken by the dealer 



HOYLE'S GAMES 279 

in exchange for his own, but no other player has this 
privilege. 

Eldest hand declares first, and calls '^ ninety " for repic 
if he can count 20 that is good before he leads a card. 
He can call '' sixty " for pic, if he can reach 20 that is 
good in hand and play combined; in both cases before 
either adversary scores a point, of course. 

If the score for cards is a tie, each player counts 5. 
Capot counts 40 for one player. If one player does not 
take a trick, the others count 20 each. 

Piquet for Four, or Piquet Voleur 

Four players, two being partners against the other two. 
Eldest hand declares everything he has, without waiting 
to know if it is good, and then leads a card. If the player 
on his left admits the announcements made to be good, 
he says nothing but plays to the trick. If he has better, 
he announces it, and plays, and so on round the table. 

If one player has already announced anything that is 
good, his partner can show and score anything in the 
same class. Suppose eldest hand has four kings, admitted 
good; his partner could score three jacks and three tens, 
even if another player has three queens or aces. 

After all four have played to the first trick, the com- 
binations announced are shown and verified, and the lead- 
er of each trick calls the total score for his side. 

If the partnership reaches 20 that is good without lead- 
ing a card, they call *^ ninety " for repic. If they get 
to 20 that is good in hand and play, they call " sixty ^* 
for pic. In this game carte blanche counts toward pic 
or repic, so that a double carte blanche between partners 
would be a certain repic. 



28o HOYLE^S GAMES 

Piquet with a Trump, or Imperial 

In this game, which is for two players, the cards rank: 
K Q J A lo 9 8 7, and the K Q J A 7 of the trump suit 
are honors. 

The score is kept by putting up markers, each player 
being provided with six white and four red. The six 
white equal one red, and as soon as either player has put 
up all his counters he is game. 

Twelve cards are dealt to each, two at a time, and the 
next is turned up for a trump. If this is an honor, the 
dealer puts up a white counter for it. 

There is no drawing from the stock. Sequences must 
be confined to the four highest cards, K Q J A. Three 
of a kind has no value. 

There are several combinations known as imperials, 
each of which, if good, entitles the holder to put up a red 
counter. These are: carte blanche; any sequence of 
K Q J A ; or for the sequence in trumps, one of the cards 
being the turn-up. Catching the J and A of trumps by 
leading the K and Q is also an imperial in play. Four 
of a kind is an imperial, but the 8's, 9's and lo's are of 
no value. 

The pone calls his point first, and if it is good, he marks 
a white counter for it. Sequences and fours are then 
called. The pone wins all ties. After the pone has led 
a card, the dealer calls his imperials if good, and then 
plays to the trick. 

The second player in each trick must win it if he can, 
with a higher card if he has suit ; otherwise with a trump. 
The winner of a trick with any trump honors in it marks 
a white counter for each honor at the end of the hand. 
If one player wins more tricks than the other, he puts up 
a white for each trick difference. Capot is worth 2 reds. 



I 



HOYLE^S GAMES 281 

Every time a player has put up his sixth white counter, 
he takes them down again and puts up a red in their place. 
This compels his adversary to take down any white count- 
ers he may have up, so that those points are lost. 

When the end game is close, the order of counting out 
is as follows : The turned trump ; carte blanche ; the point ; 
imperials in hand, sequences first; imperial with the aid 
of the turn-up; imperial catching honors in play; honors 
taken in tricks; odd tricks. 



POCHEN 



Three to six players, with a pack of 32 cards and a 
layout, in the center of which is a dish marked ^^ Poch,'' 
and round the edges seven divisions, marked respectively: 
ace, king, queen, jack, ten, marriage, sequence. 

Every player at the table puts a counter into each of 
the eight places in the layout. The dealer then distributes 
the cards 3-2 at a time, as far as they will go equally, 
turning up the next for a trump. 

Whoever has the A, K, Q, J, or 10, of trumps shows 
the cards and takes that part of the pool that corresponds 
to the card held. Any player holding both K and Q of 
trumps takes the pool for marriage. Any player holding 
three or more cards in sequence in any suit takes the pool 
for sequence. If more than one is shown, the higher or 
the longer takes it. 

Any pool not won remains until the next deal. 

Any player having a pair of any denomination can then 
oflEer to poch, by putting into the dish as many counters 
as he pleases, naming the number. Any other player wish- 
ing to dispute the pool with him puts up a like number. 



282 HOYLE'S GAMES 

and after all have passed, those who have backed their 
hands show them, and the best wins. Higher pairs beat 
lower, and threes beats pairs, fours beating threes. 

When this is all over, the player on the left of the 
dealer leads any card he pleases, and the others in turn 
to the left must follow sequence and suit if they can, 
playing the eight of hearts on the seven, for instance, until 
it is up to the king, no matter what card it began with. 
The one who plays the king then starts another suit. 
Anyone who cannot continue the sequence must pass the 
opportunity to the player on the left. When any player 
gets rid of his last card, all play stops, and each of those 
holding cards must give him a counter for every card they 
still have in hand. 

The deal then passes to the left, and each player puts 
another counter in each of the divisions of the layout for 
the next pool, whether that division was won last time 
or not. 



HOYLE^S GAMES 285 

In straights, the ace may rank below the deuce or above 
the king. In deciding between two hands of the same 
class, the higher rank wins; three tens beating three 
nines. If the hands are both two pairs, the higher pair 
wins. Jacks and deuces will beat tens and nines. In two 
flushes, the rank of the cards wins. In a straight flush, 
the actual head of the sequence wins: 76543 will beat 
5 4 3 2 A. 

After the cards are dealt, the players look at their 
cards and declare to play or pass. Each in turn to the 
left of the age, or of the straddle, if any, puts into the 
pool double the amount of the blind, or of the last straddle. 

In addition to the standard hands, it is sometimes agreed, 
especially in the South, to play five extra hands. These 
are : 

A blaze, or 5 court 
cards. Beats two pairs; 
but loses to three of a kind. 

A tiger, or little dog; 7 
high, deuce low; without 
pair, or flush. Beats a 
straight; loses to a flush. 

Big dog, ace high and 9 
low, any card of the se- 
quence being missing. 
Beats a straight or little 
dog; loses to a flush. 

A skip, or Dutch 
straight; a sequence of al- 
ternate cards of various 
suits. Beats two pairs and 
a blaze. 













4 ♦ 




9 











9? 





4. 4. 
4. •^4. 


^ s? 
^ 9 
^ 9 








♦ 
♦ 






^ ^ 



9 9 



286 HOYLE'S GAMES 

Round- the-corner; any 
straight in which the ace 
connects the king with the 
deuce. Beats three of a 
kind; but the lowest 
straight will beat it. 

The rank of these hands is entirely wrong, being ap- 
parently fix^ by guesswork. A skip should come between 
a flush and a straight. A tiger, big or little dog, between 
a flush and a full. A round-the-corner between a full 
and a blaze. A blaze between , a Tound-the-corner and 
four of a kind. 

After the cards are dealt, the players look at their hands 
and declare to play or to pass. Each in turn to the left 
of the age, or of the last straddler if there has been any, 
puts into the pool, if he plays, double the amount of the 
blind, or of the straddle. This is the ** ante " and if any 
player in his turn wishes to increase it, he may do so to 
any amount within the betting limit. When the ante is 
raised, each player to the left must see the raise or pass 
out, losing whatever they have already put into the pool. 
Should another raise the ante still higher, all must see the 
last raise, or pass out. 

When all those who are going to play have anted an 
equal amount, the dealer gives cards to each in turn, be- 
ginning on his left, helping each player to the full num- 
ber asked for before helping the next man. Every player 
must discard before he draws. 

When all have been helped, the player to the left of the 
age makes the first bet or passes out. If the age has been 
raised out before the draw, the player on his left must 
still make the first bet, as the privilege of the age never 
passes, even to a straddler. 



HOYLE^S GAMES 287 

When a bet is made, each player in turn must do one 
of three things: call, by betting an equal amount; raise, 
by betting more ; or pass out, throwing up his hand. Any 
player who has been raised may raise again when it comes 
round to his turn, and these raises may continue indefi- 
nitely, provided no player raises the amount of any pre- 
vious bet by more than the betting limit. When no one 
will raise the last bet made, all those who have called 
show their hands for the pool. 

If any 'player puts up an amount that no one will call, 
either before or after the draw, he takes the pool without 
showing his hand. If a call is made, all those in the pool 
must show their hands to the board, and the best poker 
hand wins. No one who either calls or is called is allowed 
to say '' that's good '' to another hand, and throw up his 
cards without showing them, and any player at the table 
can demand to see his hand. 

Jack Pots 

This is an addition to draw poker which is now in- 
variably played. When no one will ante to draw cards, 
the deal passes to the left, but the next hand must be a 
jack pot. Each player puts up an amount previously 
agreed upon, and no player can open the pot for the pur- 
pose of drawing cards or betting upon his hand, unless 
he holds a pair of jacks, or a hand that will beat jacks. 
Anyone holding this opening qualification, in turn to the 
left of the dealer, can ^^ open '* for any amount within 
the betting limit. After it is once ** opened '' any other 
players can come in and draw to anything or nothing, 
as in the ordinary game, provided they will put up the 
amount for which the pot is opened. 

The opener of a jack pot must always place his discard 



288 HOYLE'S GAMES 

under the chips in the pool, but no other player is allowed 
to put his discard there. 

Jack pots are sometimes played when there are only 
two persons that will ante, one being the age. Both antes 
are withdrawn without playing the hands, and the next 
pot is a jack. Another way is to make the first deal of 
all a jack, and to put a " buck " in the pot with the chips. 
The winner of that pool takes the buck with it, and when 
it comes round to his deal it is another jack, the buck 
being put up again to go to the winner of that pool, and so 
on. It is sometimes agreed that when hands of unusual 
strength are shown in a call, such as a full, or fours, that 
the next deal shall be a jack, or even a round of jacks. 
Sometimes the game is nothing but jack pots, each dealer 
in turn putting up for the whole table. 

If no one can open a jack pot, each player puts up one 
white chip and the deal passes, this being continued until 
some one will open. A player is not obliged to open, even 
when he has openers; but if he passes, he cannot come in 
and open it if all the others pass. 

In jack pots, the opener always makes the first bet. I 
he will not bet, the player on his left. 

If the opener is raised out before the draw, by some 
player making it cost more to draw cards than the opener 
cares to pay, he must show his entire hand to the table. 
But after the opener has drawn cards, if he is still in 
the pool but will not bet, or will not see a raise, he need 
show openers only, because it is no one's business what he 
got in the draw. 

If the opener has a pair, and also four cards of a flush 
or straight, he can split the pair to draw for the stronger 
hand. His discard being always placed under the chips 
in the pool will be there to show what he had, and at 
the same time he is not obliged to betray his game by 



i 



HOYLE'S GAMES 289 

announcing that he is splitting, because he always puts his 
discard in the pool, whether he splits or not. 

If the opener has not the necessary qualification, he for- 
feits whatever he has put into the pool if he discovers the 
error before he draws. Those who have come in on the 
false opening go on and play for the pool just as if it had 
been legitimately opened. If the false opener does not 
discover his mistake until he has drawn cards, he must 
put up for all the other players in the next jack. 

Mistigris, Poker with a Joker 

This is any form of poker with a joker added to the 
pack. The player holding this card may call it any- 
thing he pleases, so that two aces and a joker is three 
aces; four clubs and the joker is a flush, and so on. Four 
of a kind and the joker will beat a royal flush, because 
it is really five of a kind. In case of ties, the joker wins. 
King and joker will beat two kings. 



I 



Bluff, or Straight Poker 



There is no draw, and each player in turn antes for 
the whole table, passing a buck as a marker to the player 
on his left, who will ante next. The winner of each pot 
deals the next hand. Players may pass the bet the first 
time round, if no previous bet has been made, and come 
in again later; but if a bet is made, each player to the 
left must play or drop out. 

Table Stakes 

This is simply a variation in the betting limit. Instead 
of limiting each raise to so much, each player is allowed 



290 HOYLE^S GAMES 

to bet what he has on the table, but no more. Any player 
who IS raised beyond the amount he has in front of him, 
but who wishes to play his hand, may call for a '' sight/' 
If three or more are betting when one calls for a sight, 
the amount that the sight player would win if he had the 
best hand is set aside, and the others can go on raising. 
The player who called for a sight has a show for the first 
part of the pool only. If he wins it, he takes it, and the 
others show for the rest of the bets. If he has not the 
best hand, the whole pool goes to the winner. 

No player can add to his stake on the table during the 
play of a hand, nor can he take down any of his chips. 

Freeze Out 

This IS a variety of table stakes, in which each player 
starts with an equal amount, and no one is allowed to 
buy or borrow more. As soon as one player loses his 
stake, he is frozen out. The others continue, until only 
one remains, who takes all the money put up. 

Stud Poker 

This is the same as straight poker, except that the first 
card to each player is the only one dealt face down, the 
four others being dealt face up, but only one at a time 
in each round. Each player takes a look at his own 
" down card." 

When the second card is dealt to each player, the one 
who has the highest card showing has the privilege of mak- 
ing the first bet. If he will not bet, he may pass until 
he sees who will. If a bet is made, each player to thel 
left must call, raise, or drop out. Those who previously! 
passed must now call or drop out. Whether any bets are] 



, HOYLE^S GAMES 291 

made or not, another card is given to all who are still In 
the pool, also face up, and the player who has the best 
hand showing in his two cards has the first say. 

As long as two or more are in the pool, the cards are 
given out until each has five, four of them face up. The 
final bets are then made, and after a call is reached, the 
hands are shown. 

Straights are not played. 

Whiskey Poker 

Each player puts an agreed amount in a pool. There is 
no betting or raising. The dealer gives five cards to each 
player, one at a time, dealing one to a widow in each 
round, just before dealing to himself. 

The widow remains face down. Each player in turn 
to the left can take it in exchange for his own hand, which 
must then be placed on the table face up, or he can pass, 
or he can knock, to indicate that he is satisfied with the 
hand dealt him. If he takes the widow, any following 
player can exchange any one of his cards for any one on 
the table, or he may exchange his whole hand. Drawing 
continues until some one knocks. 

If no one will take the widow until it comes to the 
dealer he must take it or turn it up, for each player to 
draw to. 

The moment any player knocks, he means that he has 
drawn all the cards he wants. 

If a player knocks before the widow is taken, it is 
turned up at once. After a knock, each of the other 
players has one draw, and the hands are then shown, the 
best poker hand taking the pool. 



292 HOYLE'S GAMES 

Poker Laws and Penalties 

The pack must be offered to the player on the dealer's 
right to be cut, or it is a misdeal. If a player deals out of 
turn, he must be stopped before the last card is dealt or 
the deal stands. 

A misdeal does not lose the deal. It is a misdeal if 
a card is found faced in the pack in dealing before 
the draw; or if the dealer gives six cards to more than 
one player ; or deals a wrong number of hands ; or exposes 
more than one card. 

Any card faced in the act of dealing before the draw 
must be accepted by the player to whom it falls; but two 
cards so exposed constitute a misdeal. 

Any hand of more or less than five cards, any part of 
which is lifted or looked at, is foul. 

If one player has less than five, the other hands being 
correct, the dealer must give him another card from the 
top of the pack the moment his attention is called to it. 
If one player has more than five, the other hands being 
correct, he can ask the dealer to draw a card, or he can 
demand a new deal, provided no one has anted. 

If one player has six cards and the player next him has 
four, neither having lifted nor looked at any card, the 
dealer may draw from the surplus hand and give the card 
to the short hand. If one hand has been lifted or looked 
at, while the other has not, the dealer shall make the 
adjustment as before, but the hand looked at is foul. The 
other may be played. 

Any card or cards once discarded or thrown into the 
dead wood, cannot be taken back under any circumstances. 

Any counters once placed in the pool, except under a 
mistake as to their value, whether in the player's right 
turn or otherwise, cannot be withdrawn. 



I 



HOYLE'S GAMES 293 

No player but the dealer need reply to any question as 
to how many cards he drew, and the dealer is not allowed 
to give any information as to the draw of any player but 
himself. If the dealer is asked how many he drew, he 
must reply correctly, if the player asking is still in the 
pool but has not made a bet. 

Any card found faced in the pack when dealing for the 
draw must be throyv^n into the deadwood. 

Any card exposed by the dealer when dealing for the 
draw must be placed among the discards, and the player 
must wait until all the others, including the dealer, have 
been helped before the card is replaced. 

If any player asks for a wrong number of cards, he 
may correct himself if he has not lifted or looked at any 
of those laid off, provided the next player has not been 
helped. If the next player has been helped, the one in 
error must discard so as to take all the cards asked for. 
If he has already discarded too many, his hand is dead. 

If the dealer gives a player a number of cards not asked 
for, his attention must be called to it before any of the 
cards laid off are lifted or looked at, and the dealer must 
correct his mistake. If others have been helped in the 
interval, they keep their cards. 

If a player allows another on his left to be helped out 
of turn, he must play his hand pat or pass out. If he 
has already discarded, his hand is dead. 

Any player who borrows to raise must afterward bor- 
row to call. 

There is no penalty for miscalling a hand in the show- 
down, as all five cards in the hand must be shown to the 
table. 

If a foul hand is shown, it takes the pool unless some 
player has a fair hand to dispute it. If two foul hands 
are shown, the pool remains until the next deal. 



294 HOYLE'S GAMES 

Jack Pot Laws 

Any player who has once passed cannot correct himself 
and open if any player on his left has passed in the 
interval. 

If a player opens without the proper qualification, his 
hand is dead and all he has put in the pool is forfeited. 
If any player has come in against the false openers, the 
pot must be played for. 

If a false opener draws cards, he must ante for the 
whole table for the next jack pot as penalty; but if he 
plays his hand pat, the others drawing cards, he is not 
liable to this penalty. 



POLIGNAC 
Four Jacks, or Quatre Valets 

Four players, with 32 cards, which rank, A K Q J 10 
987. Eight cards are dealt to each player, 3-2-3 at 
a time. If more than four play the two black sevens are 
thrown out, and the cards are dealt so that each has an 
equal number. 

The object of the game is to avoid winning any trick 
with a jack in it. For each jack taken in, the player 
pays a counter to the pool; for the spade jack, Polignac, 
two counters. The eldest hand leads any card he pleases, 
and the others must all follow suit if they can, the win- 
ner of the trick leading for the next trick. 

Each player starts with a certain number of counters, 
and the first to lose them all pays each of the others for 
as many as they have left. 



HOYLE'S GAMES 295 



POOL GAMES 

Games of pool may be played upon either the standard 
American billiard table, without pockets, or upon the 
regular pool table, which has six pockets, but which is 
smaller than the English pocket table. The room size 
for pool tables is 9 feejt by 4%; championship size is 
10 by 5 feet. 

The following laws for the various pool games which 
can be played upon one or other of these tables, are 
copied by permission of the Brunswicke-Balke-Collender 
Co., from their excellent '' Handbook of the Rules of 
Billiards,'' corrected to September, 1907. 

American Pyramid Pool 

The game of American Pyramid Pool is played with 
fifteen balls, numbered from i to 15 respectively, and a 
white cue-ball. The player opening the game plays from 
any point inside the string, and after the opening shot 
plays with the cue-ball as he finds it. Each ball counts 
one point, and in match or two-hand games, the player 
first scoring eight balls wins game. 



The Rules for Play 



I 

^y I . In the opening stroke the cue-ball, aimed direct or 
as the result of a bank shot, must strike the pyramid 
with force sufficient to cause at least two object-balls to 
touch a cushion, or at least one object-ball to go into a 



296 HOYLE'S GAMES 

pocket. Failure to do either forfeits the stroke and one 
ball to the table. 

In case of a forfeit by a player having no ball to his 
credit, the first ball scored by him shall be placed on the 
deep-red spot, or as near thereto as possible. All balls 
pocketed on the opening stroke count, and need not be 
called. 

In match or tournament games, when the player on 
the opening stroke fails to drive at least two balls to a 
cushion or one ball to a pocket, the balls are set up 
again, and the player forfeits one ball from his score, and 
must continue to play until he shall have made a legal 
leading stroke. 

2. After the opening stroke the player must call the 
number of the ball he intends to pocket, but need not call 
the pocket. Should the called ball not be pocketed, no 
ball pocketed on that stroke is counted, but must be 
placed on the deep-red spot, or as near as possible on a 
line below it; the player's hand is out, but he incurs no 
penalty. Should more than one ball be called, and one 
or more thus called should not be pocketed, none can be 
counted. Failure to hit a called ball involves no penalty, 
provided any other ball be hit. 

3. One ball is forfeited if after the opening stroke the 
player fail to pocket a ball, or fail to make at least one 
object-ball, or the cue-ball, after hitting an object-ball, 
strike a cushion. Should the player also pocket the cue- 
ball after failure as above described, he forfeits but one 
ball on the stroke. 

4. When one or more balls, in addition to the ball 
called, are pocketed, the player is entitled to all pocketed. 

5. When more than two players are engaged, the 
game is ended when the balls remaining on the table are 
not sufficient to tie the next lowest score; and all that 



HOYLE^S GAMES 297 

may be depending upon the game shall be decided in ac- 
cordance with the standing of each player when pool is 
called. 

6. A player forfeits one ball for making a miss, pocket- 
ing the cue-ball, forcing the cue-ball off the table, for 
failing as described in Rule 3, and for striking the cue- 
ball twice. 

7. It is a stroke, and one ball is forfeited, if the striker 
touch the cue-ball with his cue and make a miss, or touch 
it with his clothing, or any other object. 

8. A stroke made when any ball is in motion is foul, 
one ball is forfeited, and the incoming striker may either 
have the balls replaced or play as he finds them. 

9. When the cue-ball is struck twice, the balls dis- 
turbed in consequence of the second stroke shall be re- 
placed, or the incoming striker, if he choose, may play 
as he finds them; the striker forfeits one ball. 

10. The Rules of Continuous Pool for the Cham- 
pionship, and of the Three-ball Carrom Game, except 
as above specified, govern this game also. 

Bottle Pool 

The game of Bottle Pool is played on a pool table with 
one white ball, the i and 2 ball, and pool-bottle. The 

1 and 2 balls must be spotted, respectively, at the foot 
of the table, at the left and right diamond nearest each 
pocket, and the pool-bottle is placed standing on its neck 
on the spot in the centre of the table, and when it falls 
It must be set up, if possible, where it rests. 

Carrom on the two object-balls counts i point; Pocket- 
ing the I ball counts i point ; Pocketing the 2 ball counts 

2 points; Carrom from ball and upsetting bottle counts 5 
points. The game consists of 31 points. The player hav- 



298 HOYLE'S GAMES 

ing the least number of points at the finish of the game 
shall be adjudged the loser. 

Any number of persons can play, and the rotation of 
the players is decided as in ordinary pool. Player No. i 
must play with the white ball from any point within the 
string at the head of the table, at either the i or 2 ball 
at his option. The player who leads must play at and 
strike one of the object-balls before he can score a car- 
rom on the pool-bottle. If a player carrom on the bottle 
from either of the object-balls, in such a way as to seat 
the bottle on its base, he wins the game, without further 
play. 

Should the i or 2 ball in any way, during the stroke, 
touch the bottle and the bottle is in the same play knocked 
over or stood on its base by the cue-ball, the stroke does 
not count. If the player forces the bottle off the table 
or into a pocket, the bottle must be spotted on its proper 
spot in the centre of the table, the player loses his shot 
and forfeits one point, and the next player plays. 

A player who makes more than 31 points is burst, and 
must start his string anew; all that he makes in excess of 
31 points count on his new string, and the next player 
plays. 

Chicago Pool 

This game is played with the numbered pool balls from 
1 to 15 and a white cue-ball, as in Fifteen-ball Pool, the 
object being to play upon and pocket the balls in their 
numerical order. 

The table is laid out for the game by placing the one 
ball against the end cushion at the first right-hand dia- 
mond sight at the foot of the table ; the two-ball is placed 
at the centre diamond sight on same cushion; the remain- 
ing thirteen balls are placed in the order of their numbers 



HOYLE'S GAMES 299 

at the succeeding diamond sights. All things being equal, 
It IS immaterial which way the numbers run in setting the 
balls, for they may also be set so that the one-ball is placed 
on that diamond sight which, when standing at the head 
of ,the table and looking toward the foot or lower end, ap- 
pears as the left-hand diamond sight on the end rail, with 
the three-ball placed at the right, etc. 

The three sights on the end rail at head of the table 
are not occupied by any ball. 

In opening the game the order of play is determined 
by throwing out small numbered balls, as in Fifteen-ball 
Pool, and he whose first play it may be strikes the cue- 
ball from any point within the string line. 

The opening stroke must be to strike the ow^-ball. If 
that ball is holed it is placed to the credit of the player, 
and he continues his hand until he fails to score, but in 
continuing he must play each time upon the ball bear- 
ing the lowest number on the table. After playing upon 
that ball, however, should any other be pocketed by the 
same stroke, irrespective of its number, it shall be placed 
to the player's credit so pocketing it. 

If the line of aim at the ball required to be hit is 
covered by another ball, the player may resort to a bank 
play or masse, etc., but should he fail to hit the required 
ball he forfeits three, receiving a scratch. 

Should a ball be holed by a foul stroke it is replaced 
upon the spot it occupied at the opening of the game, but 
should it be the 8, 9, 10, or 11 ball so holed, they being 
within the string, and the cue-ball in hand, then the 
balls specified are to be placed upon the pyramid or red- 
ball spot, or should that be occupied, as near to it as is 
possible, as in Fifteen-ball Pool. 

The player having the lowest aggregate score is re- 
quired to pay for general refreshment for all in the game. 



300 HOYLE'S GAMES 

The player having the second lowest score pays for the 
game. 

The rules of Fifteen-ball Pool govern Chicago Pool, 
except where they conflict with the foregoing rules. 

Color-Ball Pool; English, or Following Pool 

The White Ball is spotted. 

Red Ball plays upon White. 

Yellow " Red. 

Green " Yellow. 

Brown *' Green. 

Blue " Brown. 

Pink *' Blue, 

Spot-white '' Pink. 

Spot-red '' Spot-white. 

Spot-yellow " Spot-red. 

Spot-green '' Spot-yellow. 

Spot-brown '' Spot-green. 

Spot-blue '' Spot-brown, and 

White " Spot-blue. 



1 



The English balk semicircle is used in this game. 



Rules 

1. When colored balls are used, the players must play 
progressively, as the colors are placed on the pool mark- 
ing-board, the top color being No. i. 

2. Each player has three lives at starting. No. I 
places his ball on the " winning and losing " spot. No. 2 
plays at No. i, No. 3 at No. 2, and so on — each person 
playing at the last ball, unless the striker's ball be in 
hand, when he plays at the nearest ball. 

3. When a striker loses a life the next in rotation plays 



T0 



HOYLE'S GAMES 301 

at the ball nearest to his own; but if this player's ball 
be in hand, he plays at the ball nearest to the centre of 
the balk-line, whether it be in or out of balk. 

4. When any doubt arises as to the nearest ball, the 
marker measures the distance, and the player strikes at 
the ball declared to be nearest his own. 

5. The balk is no protection. 

6. The player loses a life by pocketing his own ball 
off another, by running a coup, by missing the ball played 
on, by forcing his ball off the table, by playing with the 
wrong ball, by playing at the wrong ball, by playing out 
of his turn, by striking the wrong ball, or by having his 
ball pocketed by the next striker. 

7. Should the striker pocket the ball he plays at, and by 
the same stroke pocket his own or force it over the table, 
he loses a life and not the person whose ball he pocketed. 

8. Should the player strike the wrong ball, he pays the 
same forfeit to the person whose ball he should have 
played at as he would have done if he had pocketed him- 
self. 

9. If the striker miss the ball he ought to play at, and 
by the same stroke pocket another ball, he loses a life, and 
not the person whose ball he pocketed ; in which case the 
striker's ball must be taken up, and both balls remain 
in hand until it be their several turns to play. 

10. If the player inquire as to which is his ball, or 
if it be his turn to play, the marker or the players must 
give him the information sought. 

11. If the striker, while taking aim, inquire which is 
the ball he ought to play at, and should be misinformed 
by the marker or by any of the company, he does not 
lose a life. His ball must in this case be replaced and the 
stroke played again. 

12. When a ball or balls touch the striker's ball, or are 



302 HOYLE'S GAMES 

in line between it and the ball he has to play at, so that 
it will prevent him hitting any part of the object-ball^ 
such ball or balls must be taken up until the stroke be 
played, and, after the balls have ceased running, they must 
be replaced. 

13. If a ball or balls are in the way of a striker's cue, 
so that he cannot play at his ball, he can have them 
taken up. 

14. When the striker takes a life, he continues to play 
on as long as he can pocket a ball, or until the balls are 
all off the table, in which latter case he places his own 
ball on the spot as at the com^mencement. 

15. The first player who loses his three lives is entitled 
to purchase, or star, by paying into the pool a sum equal 
to his original stake, for which he receives lives equal in 
number to the lowest number of lives on the board. 

16. If the player first out refuse to star, the second 
player out may do so; but if the second refuse, the third 
may star, and so on, until only two players are left in the 
pool, when the privilege of starring ceases. 

17. Only one star is allowed in a pool. 

18. If the striker move his own or any other ball while 
in the act of striking, the stroke is foul; and if, by the 
same stroke, he pocket a ball or force it of? the table, the 
owner of that ball does not lose a life, and the ball so 
pocketed must be placed on its original spot. 'But if by 
that foul stroke the player pocket his own ball or force it 
off the table, he loses a life. 

19. If the striker's ball touch the one he has to play at, 
he is at liberty either to play at it or any other ball on the 
table, and such stroke is not to be considered foul; in such 
a case, however, the striker loses a life by running his ball 
into a pocket or forcing it over the table. 

20. If, after making a hazard, the striker takes up his 



HOYLE'S GAMES 303 

ball, or stops it before it has done running, he cannot claim 
the life for the ball pocketed. 

21. If, before a star, two or more balls, each having one 
life, are pocketed by the same stroke, the owner of the 
first ball struck can star ; but if he refuse, the other player 
whose ball was pocketed may star. 

22. Should the striker's ball stop on the place from 
which a ball has been taken up, the ball which has been 
removed must remain in hand until the spot is unoccupied, 
when it is to be replaced. 

23. Should the striker's ball miss the ball played at, no 
person except the striker is allowed to stop the ball till it 
has ceased running or struck another ball. 

24. Should the striker have his next player's ball re- 
moved, and his own ball stop on the spot it occupied, the 
next player must give a miss from balk, for which miss 
he does not lose a life. 

25. When a ball has been taken up, and any other than 
the next player's ball stop on the spot it occupied, the ball 
so taken up must remain in hand till it can be replaced. 
But if it be the turn of the ball in hand to play before 
the one occupying its proper place, the latter must be 
taken up till there be room to replace it. 

26. If the corner of the cushion should prevent the 
striker from playing in a direct line, he can have any ball 
removed for the purpose of playing at the object-ball from 
a cushion. 

27. When three players, each with one life, remain in a 
pool, and the striker make a miss, the other two divide 
without a stroke. 

28. Neither of the last two players can star, but if they 
are left with an equal number of lives each they may 
divide the pool; the striker, however, is entitled to his 
stroke before the division. 



304 HOYLE'S GAMES 

29. All disputes are to be decided by the marker; but if 
he be interested in the game, they shall then be settled by 
a majority of the players. 

In public rooms the charge for the table is deducted 
from each pool. 

The Game of Continuous Pool 

For the Championship 

Continuous Pool, so called from the system of scoring 
the game, differs from any other game of ball pool here- 
tofore in vogue. Unlike 61- olr 8-balI Pyramid Pool the 
scoring of the game is continued until all the balls in each 
frame have been pocketed and the game may consist of 
any number of balls or points up which may be agreed 
upon. Each ball pocketed scores one point for the striker 
and the game is usually scored upon the string of buttons 
over the table as in regular billiards. Penalties are paid 
through deducting points from the offending player's score 
or string of buttons, instead of forfeiting a ball to the 
table as in regular pyramid pool. 

In playing a long game of more than one night's dura- 
tion, when a player shall have scored the agreed upon 
quota for the night, play must be continued until all the 
balls of the final frame have been pocketed, and each 
player must be credited with the balls which each shall 
pocket in the aforesaid final frame. 

On the final night of a match, playing shall cease as 
soon as the leading player shall have scored or pocketed 
a sufficient number of balls to be declared winner of the 
match. 

The Game 

The game of Continuous Pool is played with fifteen 
numbered balls and one white ball, not numbered. The 



HOYLE'S GAMES 305 

latter is the cue-ball and the player plays with it from 
within the string at the head of the table, at the opening 
of the game, at any of the numbered balls, and afterward 
as he finds it on the table, his object being to pocket as 
many of the numbered balls as he can. The fifteen balls 
are numbered from one to fifteen respectively, and are 
usually colored, but the numbers on the balls are simply 
used for convenience in calling the number of each ball 
which the player intends to pocket, and do not in any way 
affect the score of the player. Before commencing the 
game these fifteen balls are placed promiscuously in the 
form of a triangle upon the table, a triangular frame be- 
ing employed for this purpose, to insure correctness. The 
highest numbered balls must be placed nearest the apex 
of the triangle and the lowest numbered at its base; the 
1 5 -ball must be placed at the apex and must rest on the 
spot known as the red-ball spot in the regular Three-ball 
Game of Billiards, and the i and 5 balls at either corner 
of the base of the triangle. 

The string line occupies the same place on the table as 
it does in the Three-ball game. Each and every ball 
counts one point, and the game shall consist of any given 
number of points, to be mutually agreed upon. 

Cow-Boy Pool 

The following rules for the government of the game 
are the result of a joint committee of representatives of 
the following Clubs: Somerset, Puritan, University, Al- 
gonquin, St. Botolph, Tavern, Union, and the Boston 
Athletic Association, Boston, Mass. 

I. The game is played by two or more contestants, on 
a pool table, with one cue ball and three colored balls 
numbered respectively i, 3 and 5. 



3o6 HOYLE'S GAMES 

2. At the commencement of the game the ball num- 
bered I shall be placed on the spot at the head of the 
table, the ball numbered 5 shall be placed on the centre 
spot, and the ball numbered 3 shall be placed on the lower 
spot, and whenever any object ball is pocketed or forced 
off the table it shall be replaced on the original spot, 
except as provided for in Rule No. 12. 

3. The opening player may play from any point with- 
in the string line he may choose, but must play upon 
the No. 3 ball before striking any other, or forfeit his 
hand. 

4. The winner is the player who first accomplishes the 
main object of the game, which is to score loi points by 
the ^^ Cow-boy method," which is that the first 90 points 
may be scored by either carroms or the pocketing of one 
or more of the numbered balls, which shall count that 
number for the player; the scoring of a single carrom 
shall count i, and a double 2. 

5. On arriving at the exact number of 90 points, the 
contestant must next obtain 10 more points by carroms 
only; and having arrived at the score of 100, the last 
point must be obtained by playing the cue ball onto the 
No. I ball and thence into any pocket he may designate, 
without touching either of the other balls, or pocketing 
any object ball. He must designate the pocket, however, 
and should the cue ball enter any other pocket, the hand 
is out and the run if any, lost. 

6. Any point made by a player and scored for him by 
either the marker or himself at the completion of any 
hand can never be lost; but should a player at any 
time make a scratch, miss or foul, any points previously 
made by him in that hand shall be lost and the hand 
shall pass. 

7. At the completion of the first 90 points all the balls 



HOYLE'S GAMES 307 

must come to rest on the table before the player makes 
his next stroke ; otherwise the following stroke shall be a 
foul. 

8. At the completion of 100 points the balls must all 
come to rest before the player makes his next stroke; 
otherwise the stroke is foul. 

\ 9. Should a player pocket the cue ball twice in suc- 
cession without striking any object ball he shall forfeit 
the game. 

10. Should a player while upon his carroms pocket any 
ball; the hand is out, and he loses any points he may have 
maae on that run. 

I. Whenever, except on the final stroke, the cue ball 
is/ pocketed or forced off the table, the hand is out, the 
)oints scored on that run are lost, and the cue ball is 
in hand for the following player, who must play on a 
ball outside the string line, or else on some point of the 
cushion outside the line. 

12. Should the spot on which any pocketed ball be- 
longs be occupied, said ball shall be left of? the table until 
the spot is free and the balls are at rest, with this excep- 
tion — that should the I ball be pocketed, and its spot 
occupied, any player who is exactly 100, and whose turn 
it is to play, may demand that all the object balls be 
spotted and he shall play with ball in hand. 

13. It is a foul if the player touch any ball with his 
person or clothing. It is a foul if he strike the cue ball 
twice or with anything but the point of the cue. It is 
a miss if he shoot without causing the cue ball to strike 
any object ball. It is a scratch if he cause the cue ball to 
enter a pocket except on the loist point, or leave the 
table. 

14. Carroms obtained by pushing during the first 90 
points are legitimate, but not during the following ten 



3o8 HOYLE'S GAMES 

points; and the loist shot must be a clean stroke, and 
a push shot will not be allowed. 

15. When a player is 100, should he fail to strike the 
I ball his hand is out and his run, if any, forfeited. 

16. During the first 90 points, should the cue ball be 
frozen to an object ball, and if by a push causes the 
object ball to move, any resulting carrom shall be valid. 
If, however, the frozen object ball fails to move, it 
shall be considered as not having been touched except 
that should the cue ball strike a cushion, it shall not 
be a scratch. 

17. Any cases not covered by these rules shall be gov- 
erned as far as possible by the accepted rules of pool and 
four-ball billiards. 

^English Pyramids, or Shell Out 

The English balk semi-circle is used in this game 
Rules 

1. This game may be played with any number of balls, 
generally sixteen, viz.: fifteen red, and one white. 

2. In ^^ setting the balls ^' at the commencement of the 
game they are placed on the table in the form of a tri- 
angle or pyramid, the first or head ball to stand on the 
red-ball spot, the semicircle, or balk for the cue-ball, being 
from twenty-one to twenty-three inches in diameter. 

3. If more than two persons play, and their number is 
odd, each plays alternately — the rotation to be decided by 
stringing. The player pocketing the greatest number of 
balls to receive from each of the other players (a certain 
sum per ball having been agreed upon) the difference be- 
tween their lives and his. 

4. If the number of players be even they may form 



HOYLE'S GAMES 309 

sides, when the partners either play alternately or go out 
upon a hazard, miss, etc., being made, as previously 
agreed. 

5. The players string for choice of lead; then the 
leader places his ball (the white) within the string or 
balk semicircle, and plays at the pyramid. 

6. The next striker plays the white ball from the place 
where it rests after his opponent has made his stroke ; but 
if the ball should be off the table, it must be played 
from the string or balk, as at commencement. 

7. None but winning hazards count toward the 
striker's game. One point or life is reckoned for each 
winning hazard, and he who pockets the greatest number 
of balls wins. 

8. The player loses a point if he pocket the white ball 
or forces it off the table, if he give a miss, or run a coup, 
i.e,^ runs the cue-ball into a pocket or off the table with- 
out hitting a ball. 

9. For every losing hazard, i,e,, pocketing cue-ball, 
miss, or coup, made by the player a point is to be taken 
from his score by a ball being replaced on the pyramid 
spot; but if that spot be occupied the ball must be placed 
immediately behind it. 

10. If the striker pocket his own ball, or jump it off 
the table, and by the same stroke pocket one or more 
of the pyramid balls, or jump them off the table, he gains 
nothing by the stroke; the pyramid ball so pocketed must 
be replaced on the spot, together with one of the balls 
previously holed by the player. 

11. Should the striker, losing a ball by forfeit, not 
have taken one, the first he pockets must be placed on 
the table, as in Rule 9; should he not take one during 
the game, he must pay the price of a life for each ball 
so forfeited, or the number of balls which he may owe 



310 HOYLE^S GAMES 

IS deducted from his score in computing the balls at the 
finish of the game. 

12. If the (white) playing-ball touch a (colored) pyra- 
mid ball the striker may score all the balls he pockets, 
but he cannot give a miss without forfeiting a point. 

13. Should the striker move any ball in taking aim or 
striking, he loses all he might otherwise have gained by 
the stroke. 

14. If the striker force one or more of the pyramid 
balls off the table he scores nothing, and the ball must 
be placed upon the spot. 

15. If the game be played with an odd number (fif- 
teen) of pyramid balls, the last hazard counts two. [In 
England sixteen balls are frequently used, the sixteenth 
being placed in the centre of the base of the pyramid, 
directly in the rear of the head ball.] 

16. When all the colored balls but one are pocketed, 
the player who made the last hazard continues to play 
with the white ball, and his opponent with the red, each 
playing alternately, as at single pool. 

17. When only two balls remain on the table, with 
two persons playing, should the striker pocket his own 
ball or make a miss, the game is finished, and the oppo- 
nent adds one to his score. If there are more than two 
players, and they not partners, the striker places a ball 
on the spot. 

18. The balk or string is no protection to the non- 
striker^s ball. The player whose ball is in hand can play 
from the semicircle at any ball on the table. 

19. All disputes are to be decided by the marker; or, 
if he be interested in the game, as a player or interested 
party, by the majority of the company. 



HOYLE'S GAMES 311 

Fifteen-Ball Pool 

The game of Fifteen-ball Pool is played with fifteen 
numbered balls, and one white ball not numbered. The 
latter is the cue-ball, and the player plays with it from 
within the string at the head of the table, at the open- 
ing of the game, at any of the numbered balls, and after- 
ward as he finds it on the table, his object being to 
pocket as many of the numbered balls as he can, the num- 
ber on each ball he pockets being scored to his credit; 
so that not he who pockets the largest number of balls, 
but he whose score, when added up, yields the largest 
total, wins the game. The fifteen balls are numbered 
from one to fifteen, respectively, and are usually col- 
ored. Before commencing the game these fifteen balls 
are placed in the form of a triangle upon the table — a 
triangular frame being employed for this purpose to in- 
sure correctness. The ball numbered fifteen is so placed 
upon the table as to form the apex of the triangle, point- 
ing upward toward the head of the table, and in forming 
the triangle the fifteen-ball should rest as nearly as pos- 
sible upon the spot known as the deep-red spot in the 
Three- or Four-ball Games. The other balls should have 
their places in the triangle so that the highest numbers 
shall be nearest the apex, the lowest numbers forming the 
base. 

The string-line occupies the same place on the table as 
it does in the Four-ball Game. 

The numbers on the balls pocketed count for the 
player who pockets them fairly, and as the sum total 
of all the numbers on the fifteen balls amounts only to 
one hundred and twenty, of which sixty-one is more 
than one-half, when only two persons are playing which- 



312 HOYLE'S GAMES 

ever makes the latter number first is the winner of the 
game. 

Rules Governing all Contests 

1. Should the player making the opening stroke fail to 
make at least two of the object-balls strike a cushion, or 
at least one object-ball go into a pocket, he forfeits three 
points and the next player plays. In the opening stroke 
all balls pocketed count for the player, and he is not re- 
quired to call any ball on this stroke. 

In match or tournament games, when on the opening 
stroke the player fails to drive at least two object balls 
to a cushion, or to pocket at least one object-ball, the balls 
are set up again, and he forfeits two scratches, or six 
points, and must continue to play until he drives two or 
more object-balls to a cushion, or at least one object-ball 
to a pocket. For each failure so to do he forfeits six 
points. 

2. After the opening stroke each player must either 
pocket a ball, make an object-ball strike a cushion or the 
cue-ball strike a cushion after contact with an object-ball, 
under penalty of forfeiture of three points. Three for- 
feitures in succession lose the player making them the 
game. 

Should the striker pocket the cue-ball during the game, 
and by the same stroke fail to drive one or more balls 
against a cushion or into a pocket, he forfeits three only 
for the pocketing of the cue-ball. 

3. When two players only are engaged in a game, and 
one player's score amounts to more than the aggregate 
numbers on the balls credited to the other player, added 
to that remaining on the table, the game is ended, the 
player whose score is higher than this total wins. But 
when more than two players are engaged the game is 



HOYLE'S GAMES. 313 

ended only when the aggregate of numbers of the balls 
remaining on the table do not amount to enough to tie 
or beat the next lowest score. It is the duty of the game- 
keeper to proclaim it when a game is won. 

4. A forfeiture of three points is deducted from the 
player's score for making a miss; pocketing his own ball; 
forcing his own ball off the table; failure to make the 
opening stroke, as provided in Rule i ; failure either to 
make an object ball strike a cushion or go into a pocket, 
as provided in Rule 2 ; playing out of his turn, if de- 
tected doing so before he has made more than one count- 
ing stroke; striking the cue-ball more than once; making 
a stroke when any of the balls are in motion; failing to 
have at least one foot on the floor while in the act of 
striking. 

5. In a match or tournament game a tie game is reck- 
oned as void, and must be played over to determine the 
winner. 

6. The rules of the Three-ball Carrom Game and of 
the Game of Continuous Pool for the Championship, 
when not conflicting with the above rules, govern this 
game also. 

(Forty-One Pool 
Forty-one Pool is played with a regular Fifteen-ball 
Pool set of balls, the object of play being to pocket a suf- 
ficient number of the pool balls which added to the pri- 
vate small ball shall score exactly 41. 

The Rules 
I. The order of playing is determined through throw- 
ing out the small numbered balls as in regular ball pool. 
I The balls which determine the private ball of the players 
I are then thrown out and are generally numbered from 



314 HOYLE'S GAMES 

6 to 1 8. No one other than the player is supposed to 
know the number of the private ball. 

2. Each player plays in turn, one shot to an inning, 
counting all the balls he may get on that shot — the number 
on each ball being added to the number of his small ball. 

3. When exactly 41 is made, the player or game-keeper 
declares pool, and the player the most distant from 41 
is defeated. 

4. Pool is also declared when all balls are pocketed 
from the table. The nearest to 41 is the winner; the 
most distant is the loser. 

5. A miss or pocketing the white ball is a scratch, and 
the player so doing owes a ball to the table, besides what 
he may have scored on that shot. If he has more than 
one ball in his rack, he can spot the one he prefers; if 
he has none, spot the first one which he may pocket. 
Should he pocket more than one ball on his next shot he 
can spot the one he elects. 

6. If a player gets more than 41, it is a burst, and all 
the balls he has scored must be spotted; and the last ball 
pocketed must be placed nearest to and in the rear of the 
spot, etc. In such cases, the player can have a new small 
ball if he elects. 

7. In playing for safety, a player must cause the white 
ball to go to the cushion before or after hitting a ball; 
failing to do so, he is penalized a scratch. 

8. A player having no ball in his rack is worse ofi than 
one with a ball, regardless of its number or the number 
of the small ball he may have, and a player owing a ball 
is still worse ofi. A player making a burst and not de- 
claring it must be credited with no ball. 

The rules governing the American Four-ball Game of 
Billiards, not conflicting with the above, govern this game 
also, push shots and frozen balls excepted. 



HOYLE^S GAMES 315 

High-Low- Jack-Game 

This game is played with a set of balls the same as used 
in Fifteen-ball Pool. 

Any number of persons may play, the order of play 
being determined by the rolling of the small numbered 
balls. 

The fifteen-ball is High ; the one-ball is Low ; the nine- 
ball is Jack; and the highest aggregate is Game. Seven 
points generally constitute a game. 

In cases where players have one and two to go to finish 
game, the first balls holed count out first, be they High, 
Low, or Jack. 

In setting up the pyramid the three counting balls — 
High, Low, Jack — are placed in the centre, with High 
at the head of the three named balls, the other balls as 
in regular Fifteen-ball Pool. 

When players have each one to go, instead of setting 
up an entire frame of pyramids, a ball is placed at the 
foot of the table, in direct line with the spots, and at a 
distance from the lower cushion equal to the diameter of 
another of the pool balls. This ball must be pocketed by 
banking it to one or more cushions. The player who 
pockets the ball wins the game. 

The rules of the game of Fifteen-ball Pool for the 
Championship, not conflicting with any of the foregoing 
rules, govern this game also. 



The Little Corporal 



k 

^■This game is the regular Three-ball Carom Game with 
^a small pin added, like those used in Pin Pool, which is 
! set up in the centre of the table. 



3i6 HOYLE'S GAMES 

The caroms and forfeits count as in the regular Three- 
ball Game, but the knocking down of the pin scores five 
points for the striker, who plays until he fails to effect 
a carom or knock down the pin. 

1. A ball must be hit by the cue-ball before the pin 
can be scored ; playing at the pin direct is not allowed. 

2. The pin must be set up where it falls; but in case 
it goes off the table or lodges on the top of the cushion 
it must be placed upon the centre spot. 

3. The pin leaning against the cushion must be scored 
as down, and when the pin lodges in the corner of the 
table, so that it cannot be hit with the ball, it is to be 
set up on the centre spot. 

4. One hundred points generally constitute a game, but 
any number of points may be agreed upon. 

Pin Pool 

The table for the game of Pin Pool is provided with 
two white balls and one red ball, and five wooden pins 
set in diamond shape, these pins having a value accord- 
ing to the spots they occupy. The pin spots on the table 
are shown in the following diagram: 

3* 5* 2* 

1* 

The centre, or 5 pin, is black, and the other pins of 
light, natural wood. Numbers for the outside pins 
should be chalked on the cloth. The red ball occupies 
Its natural spot as in the three-ball game, and the second 
white ball occupies a spot, called the pin pool spot, at 



HOYLE'S GAMES 317 

the foot of the table, 3 inches from the center diamond 
on the end rail. The pin spots are placed a sufficient 
distance apart so that a ball may pass between without 
touching the pins. After the order of play has been de- 
termined, as in Fifteen-ball Pool, each player receives a 
small numbered ball, the number on which should be 
known only to himself. Pool consists in knocking down 
pins of a value which, when added to the number on the 
concealed ball, makes a total of 31. For example, a 
player drawing the 16 ball needs 15 for pool. The 
player first getting and proclaiming 31 wins the pool. 

1. Caroms from ball to ball count nothing. For a 
clean miss or a ball jumped off the table there is no for- 
feit other than the stroke itself. In such case the ball 
is placed on the pin-pool spot at the foot of the table, or, 
if this spot be occupied, then on the nearest unoccupied 
spot. 

2. The player leading off plays from any point within 
the string, and may plaj^ upon either red or white ball, 
or, in lieu of any other stroke he may place the cue-ball 
upon the string spot. 

Counting Strokes 

3. Succeeding players may play with and upon either 
ball. A counting stroke is made either by the cue ball 
carroming from an object-ball on the pins, or by the 
driving of an object-ball into the pins. 

4. Pins knocked down (except as provided in rule 3) 
do not count; the pins are replaced, and the player's ball 
is placed on the pin-pool spot at the foot of the table, or, 
if this spot be occupied, then upon the nearest un- 
occupied spot. Provided, that when balls are in contact, 
('* frozen") the player may play with either ball so 



3i8 HOYLE'S GAMES 

touching, and play direct at the pins, and any count so 
made is good. 

Natural, or Ranche 

5. When on one stroke, by the aid of the cue ball or 
object-balls, the four outside pins are knocked down and 
the centre pin is left standing, it is called a Natural, or 
Ranche, and the player making the stroke wins the pool 
regardless of the count previously to his credit. 

Conditions as to Bursts 

6. When a player has knocked down pins which, added 
to his numbered ball, exceed 31 (except as provided in 
rule 5) he is ^' burst,'' and his score is reduced to the 
number on his ball. If pool is not made before his turn 
to play comes again, he may, upon compliance with con- 
ditions agreed upon prior to the beginning of the game, 
exercise the privilege of drawing another ball, retaining 
his first ball until his choice is made between the two; 
but the ball discarded he must return to the game-keeper 
before making another shot, as in case of retaining more 
than one ball he cannot win a pool. A player who bursts 
and re-enters as above described retains his original place 
in the order of playing. 

7. Should one or more of the pin spots be occupied 
by any one of the balls, the pin must remain off the table 
until the spot is again uncovered. 

Pool Must Be Proclaimed 

8. When pool (31) has been made, it must be pro- 
claimed before the next player's stroke is made, and after 
each shot reasonable time shall be allowed for calcula- 
tion; but if a player, having made 31, fails to announce 






HOYLE'S GAMES 319 

it before the next stroke is made, he cannot claim pool 
until his turn to play comes again, and if in the mean- 
time pool is made and properly proclaimed, the player 
so making and proclaiming it is entitled to the pool, re- 
gardless of the fact that pool has been previously made 
and not proclaimed. 

9. A pin shall not be counted unless (i) it has 
been knocked down, or (2) removed entirely clear of 
the spot on which it stood, though remaining perpen- 
dicular. In any other case the pin must be replaced on 
its spot. 

Playing Out of Turn 

10. A count is void if made by a player playing out of 
his turn, but may be scored against the player if he there- 
by bursts, except that, in case he was called rtpon to play 
by some one of the players or by the marker, he cannot be 
burst by the stroke, and is entitled to play when his turn 
comes. 

11. Pins do not count if knocked down by a ball whose 
course has been illegitimately interfered with, nor if 
knocked down by any other ball set in motion by the 
same play. Pins knocked down by a ball set in motion 
by a stroke on which another ball jumps off the table 
must be reckoned. Should the striker intentionally inter- 
fere with any ball after it is in motion, he shall be burst, 
regardless of his count. 

Correction of the Score 

12. The player must see to it that he is credited by 
the marker with pins made after each stroke, and, unless 
by consent of all the players, no correction of the score 
shall be made after a succeeding stroke has intervened. 



320 HOYLE'S GAMES 

13. Unless his ball be deposited in its proper place in 
the board, a player shall not be entitled to pins knocked 
down by him. 

14. A player must look after his own interests, and if 
he plays before one or more of the pins be spotted, the 
stroke is void and his hand is out. 

15. Should one or more of the small balls be missing, 
the game-keeper shall announce the fact, and pool can- 
not be won on a missing ball. 

16. Pins do not count if knocked down by a ball in 
any manner interfered with, or as the result of any un- 
fair or irregular stroke or action on the part of the player, 
except as provided in rule 11. 

17. Pins do not count if knocked down by a player 
in the act of striking or otherwise than by the ball played 
with or at; in such case the stroke is forfeited and no 
pins are counted. 

18. All points not herein provided for are to be re- 
ferred to the game-keeper, whose decision shall be final. 

Snooker Pool 

This game is played upon the regular six-pocket pool 
table. The pool balls are thrown round for the order of 
play. The fifteen red balls are spotted in the regulation 
pyramid and then six colored are placed, their spots and 
values being as follows; — 

The brown ball on the balk-line spot; counts 4. 

The yellow ball 10 inches to the right of the brown; 
counts 2. 

The green ball 10 inches to the left of the brown; 
counts 3. 

The blue ball in the centre of the table; counts 5. 

The pink ball at the apex of the pyramid ; counts 6. 



HOYLE'S GAMES 321 

The black ball half way between the base of the pyra- 
mid and the bottom cushion; counts 7. 

All shots are made with the white ball. The first 
stroke must be from the balk and upon one of the red 
balls in the pyramid. After the first stroke, the balk is 
not protection. 

Each player must pocket a red ball or lose his turn. 
If he pockets a red ball, it counts him i. After pocket- 
ing a red ball, he must play upon one of the colored balls, 
whichever he chooses. If he succeeds in pocketing the 
colored ball, he must play next upon a red ball, and if 
he gets that, upon a colored ball, and so on alternately 
until he misses. The value of all colored balls is scored 
to his credit, but if pocketed, they must be at once re- 
spotted. Red balls remain off the table. If the proper 
spot for a colored ball is occupied, it must go on the 
nearest unoccupied spot. 

As soon as the last red ball is pocketed, there is no 
further spotting of the colored balls; but they must be 
played upon and holed in regular order, 2, 3, 4, etc. 
No one can play upon any ball but the 2 ball until it 
has been disposed of; nor upon any but the 3 ball after 
the 2 is gone, and so on. 

When the striker cannot play directly upon the ball 
which he is bound to hit first, he is ^^ snookered.'' If he 
fails to hit it, or hits another ball first, he is penalized. 

The following are the penalties for foul shots; — 

If the striker hits a colored ball first, when he should 
be playing upon a red one, he forfeits the value of the 
colored ball he hits. If he runs into a pocket with the 
white ball, without striking anything, he forfeits 3 points ; 
unless It was his turn to play upon a colored ball of 
higher value than 3, in which case he forfeits the value 
of the ball. If, after pocketing a red ball, he aims at 



322 HOYLE'S GAMES 

a colored ball and runs the white into the pocket, or 
makes a clear miss, he forfeits the value of the ball aimed 
at. A clear miss when playing at a red ball counts i. 

If he strikes a red ball when playing upon a colored 
ball, he forfeits the value of the ball played at. If he 
hits the wrong colored ball when playing upon them in 
rotation, he loses the value of the higher of the two ; the 
one hit or the one he should have hit. The same penal- 
ties apply to pocketing the wrong ball, even if the right 
ball is struck first. 

If a player runs a colored ball into a pocket at the 
same time that he plays upon or pockets a red ball, the 
stroke is foul, and he forfeits the value of the colored ball. 

If the striker runs a red ball into a pocket at the same 
time that he plays upon or pockets a colored ball, he for- 
feits the value of the colored ball, and the stroke is foul. 

If the striker runs two or more red balls into the 
pockets when it is his turn to play upon a red ball, he 
scores them all ; but he must play on colored and red 
balls alternately afterward, just as if he had holed only 
one red. 

If the striker plays upon a colored ball and holes two 
or more, he forfeits the value of the higher ball, unless 
the ball he should have played on is higher than either of 
them, in which case he forfeits that, and the stroke is foul. 

When the last ball is off the table, the player with 
the highest score wins; or the one with the lowest score 
loses, according to the object of the game. 

The Spanish Game 

This game is played in the South, California, and in 
Mexico and Cuba, and is played with two white and one 
red ball, and five pins placed similar to those in Pin Pool. 



HOYLE'S GAMES 323 

The red ball is placed on the red-ball spot, and the first 
player strikes at it from within the balk semicircle. The 
game is scored by winning and losing hazards, carroms, 
and by knocking over the pins. It is usually played 
thirty points up. 

Rules 

1. The player who knocks down a pin after striking 
a ball gains two points, if he knocks down two pins he 
gains four points, and so on, scoring two points for each 
pin knocked down. If he knock down the middle pin 
alone he gains five points. 

2. The player who pockets the red ball gains three 
points and two for each pin knocked down by the same 
stroke. 

3. The player who pockets the white ball gains two 
points and two for each pin knocked over with the same 
stroke. Each carrom counts two. 

4. The player who knocks down a pin or pins with 
his own ball before striking another ball loses two for 
every pin so knocked down. 

5. The player who pockets his own ball without hit- 
ting another ball forfeits three points; for missing alto- 
gether he forfeits one point. 

6. The striker who forces his own ball off the table 
without hitting another ball forfeits three points, and if 
he does so after making a carrom or pocket he loses as 
many points as he would otherwise have gained. The 
rules of the Three-ball Game, except where they conflict 
with the foregoing rules, govern this game also. 



324 HOYLE'S GAMES 

PREFERENCE 

Three players, 32 cards, which rank A K Q J 10 9 8 
7. The suits have a permanent rank, hearts, diamonds, 
clubs, spades; hearts being always the best, or ** prefer- 
ence/' If four persons play, the dealer takes no cards. A 
pool IS made up, and from it are withdrawn the winnings 
at the end of each hand. 

Anyone can deal, 3 cards the first round, then 2 to the 
widow, then 4 all round and then 3. Each player in turn 
to the left of the dealer bids for the privilege of nam- 
ing the trump if he thinks he can take at least six out 
of the ten tricks to be played for. The bids outrank 
one another in suit only, not in the number of tricks, 
which is not mentioned. The highest bid is '^ prefer- 
ence,'' or hearts for trumps. 

If no one will bid, it goes round again to bid for the^ 
widow. For this a certain number of counters is of- 
fered, to be paid into the pool. The player who buys 
the widow is the highest bidder, and he takes the cards, 
names his trump and discards two cards again. 

At the end of the hand, payments are made from the 
pool according to the number of tricks won, and the rank 
of the trump suit. 



PROBABILITIES 

The ** probability " of anything is always the odds in 
its favor; while the ''chance" may be either for or 
against it. The way to find out the chances on any event 
is to find out all the things that might happen, then to 
get at all that would be favorable to the event, and 



HOYLE'S GAMES 325 

deduct the one from the other. The two figures that 
are left are the odds. To illustrate. 

If we shake up 10 numbered balls in a pool bottle, 
our chance to draw the i ball is i out of 10, or 9 to i 
against it. 

If we throw a die, our chance to throw a six is i 
out of 6, because there are six faces on the die, any one 
of which may come up, so it is 5 to i against us. 

But if we throw two dice, and want to know the odds 
against one of them being a six, we must find out how 
many different throws can be made with these two dice, • 
and then how many of them will give us a six. As 6 
throws may be made with one die, it is obvious that any 
of the 6 can be combined with any of the 6 throws of 
another die, so we have 36 throws. Now if the odds 
against getting a 6 on one die were 5 to i, the odds 
against it on two dice must be 5x5, or 25, out of 36; 
because if we multiply together the five throws on one 
die that will not give us a six, by the throws on the 
other die that will not give a six, we get only 25 out 
of the whole 36 throws that are favorable to our result. 
The odds against it are therefore 25 to 11. 

If we want to find the probability of drawing a cer- 
tain card from the pack, all we have to do is to find how 
many cards there are in the pack, and how many of the 
kind we want to draw. These numbers being 52 and 4 
respectively, and the difference being 48 to 4, or 12 to I, 
that is the odds against it. 

The odds against any succession of events depends on 
the probability of each of them separately. If you have 
only one chance out of 13 to draw an ace from one pack, 
you have only one chance out of 13 times 13 to draw it 
out of two packs, taking a card from each. 

If you cut a card at random, it is an even bet that 



326 



HOYLE'S GAMES 



It be red, or that it will be black; because there are 26 
of each color in the pack. But if you bet that you will 
draw two red cards in succession, the pack being shuffled 
after each draw, and the card drawn replaced, there are 
four things that may happen, and only one of these four 
will win the bet. You may draw a red card first and then 
a black one, or a black and then a red, or two black 
ones or two red ones, and as there is no reason why you 
should do one any more than the other, the odds are 
3 to I against you. The rule for making any calcula- 
tion against the same thing happening any number of 
times in succession, when only one of two things can 
happen each time, is to double the last figure and add i. 
If it is an even bet at the start, i to i, then you double 
the I and add i, making it 3 to i. To carry it further, 
you double the 3 and add i, making 
it 7 to I. 

In the margin will be found the odds 
against any number of successive events 
of this kind up to ten; but it must be 
remembered that these are the odds be- 
fore anything was done. After a thing 
has happened 7 times, the odds against 
its happening again are not 255 to i, 
but exactly even. 



EVENTS. 


ODDS. 


One 


I to I 


Two 


3 to I 


Three 


7 to I 


Four 


15 to I 


Five 


31 to I 


Six 


63 to I 


Seven 


127 to I 


Eight 


255 to I 


Nine 


5 1 1 to I 


Ten 


1023 to I 



Maturity of the Chances 

If there are 10 balls in the pool bottle, and we war 
to draw the i ball, it is 9 to i that we don't get it ; bi _ 
after five men have drawn balls ahead of us, and none of 
them have got the i ball, it is only 4 to i that we don't 
get it, because there are only 5 balls left in the bottle. 
) But if you have drawn five times, not five balls, with- 



HOYLE'S GAMES 327 

out getting the i ball any time, it is still 9 to i against 
your getting it on the sixth draw, if there are 10 balls 
in the bottle. Even if you had drawn twenty times, it 
would still be 9 to I against you, as long as 10 balls re- 
mained in that bottle. 

Some persons imagine that because the odds are so 
great against any event happening a certain number of 
times in succession, that when it has happened so many 
times it is very unlikely to happen again. If the ball 
in the roulette wheel has not fallen into the red for ten 
rolls, they think it must come red next time. This is 
called the '^ maturity of the chances," and by betting 
upon this fallacy, many millions have been lost. 

If you will toss a coin and put down all the times that 
it comes one way five times running, you will find that 
in just half those cases it will go the same way again. 
Note all the times that it goes six times one way, and 
you will find that in half of them it will go seven. As 
they roll about 4,000 times a week at Monte Carlo, or 
200,000 a year, it ought to come red fifteen times in 
succession at least once during that time. 

Betting Odds 

Any person who offers to give odds on account of the 
maturity of the chances, is betting against himself. If 
a coin has been tossed five times heads, and a man offers 
to bet 2 to I that it will not come heads again, he is 
just as foolish as if he offered to bet 2 to i against the 
first toss of all. It is by knowing the folly of such 
bets, and taking them up at once, that some men get 
rich, whether the odds are in business or in gaming. It 
is the acceptance of unfair odds that makes the keeping 
of a gambling house so profitable. If a person offers 



328 HOYLE'S GAMES 

you odds that are not fair, it is your own fault if you 
accept them. The science of betting is to offer odds that 
look well but that give the bettor a little the best of it 
in the long run. Lord Yarborough used to offer any 
whist player at the table odds of i,ooo to i that he would 
hold some card above a nine. No one was obliged to 
take the bet if he did not like it; but the actual odds 
against such a hand are 1,827 to i. 

Doubling Up 

A common method of betting on the maturity of the 
chances is to double the preceding bet if you lose it. This 
is on the theory that if it is an even chance you are bet- 
ting on, like the red color at roulette, it must come 
red eventually, and the longer it is coming, the more 
certain it is to come, therefore the more you may bet 
upon it. 

In doubling up, the original bet must be very small, 
because all banking games have a ^* limit " for single 
bets. If you start with a dollar and it goes against you 
II times, you will have lost $2,047, and the bank will 
not accept your next bet. It will go against you 1 1 
times running about once a week at Monte Carlo, and 
you will have to risk $6,144 to win a dollar. If you 
have that much to spend on the venture, all authorities 
are agreed that it is better to put it down in a lump 
and settle your fate upon a single turn. 

Martingales 

Because doubling up requires such an enormous amount 
of capital, people of means never bet that way. It is the 
small man, with a few hundred dollars at the most, that 



HOYLE^S GAMES 329 

doubles up, and the limit in following his system is soon 
reached. 

In order to lengthen the agony, but to arrive at the 
same result, people play what are called martingales. 
This is any system of betting which relies on the truth 
of the adage that time at last sets all things even. That 
is, if a player can afford to keep on betting long enough, 
the red will come as often as the black at roulette. 

The simplest martingale is known as '* progression " or 
" progress and pinch.'' The player starts his first bet 
with a certain number of chips, say ten. Every time he 
wins a bet, he pinches off a chip for the next bet, mak- 
ing it 9 only. Every time he loses, he adds a chip, going 
to II. If he wins a second time, he goes down to 8; 
but if he loses that he goes back to 9 again. If he wins 
10 bets and loses 10, no matter in what order the events 
happen, he will be 10 chips ahead ; but if the game runs 
against him for a time, he will be continually betting 
larger and larger amounts, and will have to sit there and 
go on betting until the tide turns, which it may not do 
for months. 

One of the oldest and also the most deceptive of all 
martingales is that in which the player starts with the 
intention of winning a certain fixed amount daily, by 
betting continuously on an even chance, such as the red 
and black at roulette. 

Suppose the amount is $10. We divide it into three 
parts. What the division is, does not matter, but for 
example, 3, 3, 4. Rule a card into three columns, the 
left for winnings, the middle for martingales, the right 
for losses. First write your three figures, 3, 3, 4, under 
one another in the middle column, and draw a line under 
them. Start with any bet you like, say 2 chips. If you 
lose it, put it down in the '' L " column and also in the 



330 



HOYLE'S GAMES 



'' M " column, under the line. The top figure in your M 
column, added to the bottom figure In same column gives 
you a total of 5, and that is your next 
bet. Suppose it is lost. Write it in 
the L and M columns as before. By 
adding the top and bottom figures in 
the M column, you now get a total 
of 8, which is the next bet. Suppose 
you win that. Put it down in the 
" W " column only. Now you cross 
out the top and bottom figures in the 
M column, because you have won 
those two martingales. The new top 
figure is still a 3, and the new bot- 
tom figure is a 2, total 5, which is 
the next bet. You lose it, and this 
brings you to bet 8 again. You lose 
that, and your bet is 11. You win 
that and cross out the 3 and 8 in the 
M column, and add the new top and bottom, and bet 9. 
You win that, and cross out, leaving only one figure to 
bet, 2. You lose it; put it down, add it to the other 2 
above it, and bet 4. This you win, and everything in the 
martingale column is crossed out. If you add up what 
you have won and lost, you will find that you are just 
10 ahead. 

In the privacy of the home, this system will win mil- 
lions, and it has probably cost its followers more than 
that at Monte Carlo. 



w 


M 


L 




3 






3 






4 


2 


2 




5 


5 


8 


5 


5 


1 1 


8 


8 


9 


2 


2 


4 






32 




22 



Luck and Superstition 

There are many persons who believe in what they ca| 
luck. To be lucky means, literally, to succeed. Ther 



HOYLE^S GAMES ' 331 

are undoubtedly some people who succeed all the time, 
even in matters of pure chance, while others fail just 
as persistently; but the great majority have it about as 
much one way as the other most of the time. This is 
strictly in accordance with the laws of probability and 
there should be exceptional cases in which things go one 
way all the time, just as there are exceptional times when 
it comes up red without intermission. 

If a person has any fancy about seats and cards, it is 
just as well to indulge it, if for nothing else than to 
put his mind at ease. But if a person gets any idea that 
on certain days or occasions he is in a lucky vein, he 
should avoid it as the plague. One of the worst faults 
in all gamesters is that they will not sit and win as much 
as they will sit and lose. When they are in bad luck, 
they keep on because they argue that it must change. 
When they are in good luck, they stop for the same rea- 
son. Now, if you insist on playing when you are losing 
and will not play when you are winning, how can you 
expect to keep even with the game? The best rule is to 
play a certain length of time and for a certain stake, 
unmindful of whether you win or lose. If you do any- 
thing, stick to it when it seems to be going your way, 
not when it is running against you. 



RAMS 



Any number of players from 3 to 6, with 32 cards, 
which rank, A K Q J 10 9 8 7. Each dealer in turn 
puts 5 counters into a pool, or the players make up a 
pool to which the dealer adds. Five cards are dealt to 



332 HOYLE'S GAMES 

each, 3-2 or 2-3 at a time, an extra hand being dealt 
for a widow. The next card is turned up for a trump. 

The object of the game is to get a share of the pool 
by winning tricks. Each player in turn declares to play 
or pass. He may keep his own cards or take the 
widow; but if he takes the widow he must play. If 
all pass except the one on the dealer's right, he must play 
against the dealer or pay the dealer five counters. If the 
dealer plays, he may exchange any card in his hand for 
the turn-up trump. 

The eldest hand leads for the first trick, and each 
player in turn must head the trick if he can. If he 
can neither follow suit nor over-trump, he must under- 
trump if he has a trump. 

At the end, each player is entitled to one-fifth of the 
pool for each trick he wins; but if he plays and fails to 
get a trick, he must pay 5 counters toward the next pool. 

Sometimes as a variation it is agreed that any player 
finding in his hand the jack of clubs and any pair, such 
as two nines, may announce " rams " and take the pool 
without playing for it. Any player holding three of a 
kind may announce *^ mistie," and take the pool. If two 
players hold misties, the higher wins the pool, but a rams 
will beat any mistie. After a rams or mistie has been 
shown, the players must put up double for the next pool. 



R 



ounce 



This is rams with a full pack of 52 cards, and 3 to 9 
players. Six cards are dealt to the widow, so that the 
one who takes it will have eleven cards to choose from. 
There is no obligation to head the trick, nor to under- 
trump; but the leader in each trick must play a trump 
if he has one. 



I 



HOYLE'S GAMES ^^^ 

RANTER-GO-ROUND 

Any number of players, 52 cards. Each player has 
three counters to mark his lives. Any one may deal, one 
card to each, face down. The object is not to have the 
lowest card at the table. 

Each in turn to the left examines his card, and if he 
does not like it he passes it to the player on his left, and 
if that player holds any card but a king, he is obliged 
to exchange. If the player who is forced to exchange 
gives an ace or a deuce, he announces it aloud, but the 
player who asks for the exchange says nothing, as his 
card may be passed on. If any player does not ask to 
exchange, or says he has a king, the privilege passes to 
the player on his left. 

Exchanges stop at the dealer, who may cut the pack 
and turn up the top card if he wishes to exchange. The 
cards are then all turned face up, and the lowest at the 
table loses a life. Ties lose a life each. The player who 
outlives all the rest takes the pool. 



REVERSI 

This is played on a board with 64 squares, 8 on each 
side. Each player has 32 men or counters, which are red 
on one side and black on the other. The one who gets 
the first play sets a man on one of the four squares in 
the middle of the board, and his opponent places a man 
in the same four squares, each player having his own 
color uppermost on his own men. 



334 HOYLE'S GAMES 

It is usual to set the first two men in a line, and not 
diagonally. After that until the end, each plays in turn. 
Each must set his man next to an adversary's man, and 
so that he has another of his own men in a direct line 
on the other side of the one approached. If a red man 
is set beside a black man it does not matter how many 
black men are beyond in a line, provided there is a red 
man at the other end of the line, horizontally, vertically, 
or diagonally. When a player succeeds in doing this, he 
turns over all the intervening men, transferring them to 
his own color. Sometimes the placing of a man at an 
angle may turn two or three lines of the enemy at once. 

As soon as the board is filled up, the players count 
their men, and the one with the greater number showing 
wins. ^ 



RONDEAU 

This is a banking game, played on a pocket billiard 
table with nine small balls which are rolled, by means of 
a stick placed behind them, from one corner diagonally 
to the pocket at the other corner. The number of balls 
left on the table, odd or even, decides the bets on the_ 
game, the bank taking out ten per cent. Some balls must 
go into the pocket, and some must stay on the table, 
the roll is foul. 



HOYLE'S GAMES 335 



ROUGE ET NOIR 
Or Trent et Quarante 

This is a banking game, played with a layout, on 
the end of which is a triangle marked '' inverse," and in 
the middle a square marked ^^color.'^ On each side of the 
square are two diamond shaped places, one red and the 
other black. Players can bet on any of these four divi- 
sions. 

The dealer shuffles together six packs of 52 cards, and 
after they are cut he takes a number into his hand and 
deals first for *' black.'' He deals the cards from his 
hand one by one, face up on the table, announcing the 
total pip value until he passes 30; but he must not pass 
40; hence the name of the game. The K Q J count 10 
each, all others their face value. Having dealt for black, 
he deals another row of cards for red in the same way. 
Whichever color comes nearer to 31 wins; even money. 

The color of the first card dealt for each color is noted. 
If the first card dealt for the winning color is the same 
color, all bets on *^ color " are paid, even money. If it 
is the opposite color, '' inverse '' wins. 

If the same number is dealt for both colors, all bets 
are a stand-off, the dealer announcing ^^ apres." If ex- 
actly 31 is dealt for each color, the bank takes half of 
all the money on the table, or players may push it into 
a '' little prison," and if the same color they bet upon 
comes next time, they save their stake. 



336 HOYLE'S GAMES 



ROULETTE 
Or the Wheel 

The roulette wheel is spun slowly upon its axis like 
a large flat top. The edge of the wheel is divided into 
small pockets, each having a number above it, and col- 
ored alternately red and black. There is one extra pocket, 
which is green and marked *^ o." This is the order of 
the numbers round the wheels at Monte Carlo, the 
heavy-faced type being the black, the others the red ; — 

o ^2 15 igd 21 2 2S i7 3^6 27 13^6 11 30 S 23 10 ^ 24 
16 S3 I 20 14 31 (^ 22 i^ 29 y 28 12 35 0, 26. 

The Monte Carlo wheel has 36 numbers and only one 
zero ; giving it a very small percentage ; but many Ameri- 
can wheels have only 27, 30 or 33 numbers, and some 
of them have two zeros, o, and 00, and sometimes there 
is a third, called ^* eagle bird." 

The wheel spins in a sort of hollow dish, round the 
inner edge of which a small ivory ball is thrown, al- 
ways in a direction opposite to that in which the wheel 
is turning. When this ball finally comes to rest the 
wheel is still revolving slowly, but the ball lies in one 
of the pockets on its edge. The number and color of 
this pocket decides all bets. 

The numbers and zeros, together with several bets 
which can be made on combinations of figures, or upon 
colors, are shown upon the layout, which is as follows;— 



HOYLE'S GAMES 



337 






















Passe 


I 


2 


3 


Manque 


4 


5 


6 


7 


8 


9 


lO 


1 1 


12 


Pair 


13 


H 


15 


Impair 


16 


17 


18 


19 


20 


21 


22 


23 


24 


Noir 


25 


26 


27 


Rouge 


28 


29 


30 


31 


32 


33 


34 


35 


36 


P 

12 


M 

12 


D 

I 2 








P 
12 


M 
12 


D 
12 



There are a great many ways of placing the bets ; these 
and the odds paid at Monte Carlo, are as follows; — 

Any single number, or upon the green, 35 for i. 

On the line between two numbers, 17 for i. 

On an intersecting line, taking in 4 numbers, 8 for i. 

At the right or left of any line of three numbers, 11 
for I. 

kOn the line, between two rows of 3 numbers, 5 for I. 
1 



338 HOYLE'S GAMES 

At the bottom of any of the three vertical columns, 
taking in the 12 numbers over it; 2 for i. 

On the line between any two of these columns; 
V2 for I. 

** P," premier, a bet on the first 12 numbers, from I 
to 12 inclusive; pays 2 for i. 

" M,'* milieu, on the numbers from 13 to 24 inclusive; 
2 for I. 

** D," dernier, on the numbers from 25 to 36 in- 
clusive; 2 for I. 

On the line between two of these chances; pays % 
for I. 

Impair; that the number will be odd; pays even 
money. 

Pair; that the number will be even; pays even money. 

Manque; that the number will be from i to 18 in- 
clusive; pays even money. 

Passe; that the number will be from 19 to 36 in- 
clusive; pays even money. 

Rouge ; that the color of the number will be red ; even 
money. 

Noir; that the color will be black; even money. 

A wheel having a less number of chances will pay less 
in proportion. On a twenty-seven number wheel, for 
instance, single numbers would pay 26 for i only. 

When the zero comes up, the bank takes everything 
but bets on the zero itself. 



SHUFFLE BOARD 

This is played on a sanded table, raised about wais 
high from the floor. The standard table is 30 feet lonJ 



HOYLE'S GAMES 339 

and 20 inches wide, with a gutter all around it. Two 
players or two sides are provided with four brass weights 
each, marked A and B to distinguish them. These 
should be 2 inches in diameter and % an inch thick. A 
** deuce line " is drawn 5 inches from each end of the 
table. 

Each side takes turns to push a weight from one end 
of the table to the other, the object being to get as close 
to the other end as possible, without going into the gut- 
ter beyond. 

When each side has sent up its four weights, their 
positions are examined. All in the gutters are dead. All 
that go past the deuce line score 2. If a piece over- 
hangs the end without falling, it is a ship, and counts 3. 
If there are no deuces nor ships, the piece nearest the 
deuce line counts one for the side. Only one piece can 
score, whether it is a ship, deuce, or point. The next 
innings is played from the end of the table at which the 
pieces came to rest, the other side leading. 

Ship Shuffle Board 

On ocean steamers, the weights are wooden disks, 
pushed along the deck with a forked stick. The object 
is to occupy certain numbered squares on a layout of 
chalk lines. These are numbered from i to 10, and 
some are marked " minus," so that a player stopping on 
them loses points. Nothing counts but the pieces that 
lie clearly within a square, not touching a line.. Each 
side plays first alternately, four pieces each, and the win- 
ner is the first to reach 50 or 100, as agreed. 



340 HOYLE'S GAMES 

SIXTY-SIX 

Two players, 24 cards, which rank, A 10 K Q J 9. 
The highest sixty-six card deals the first hand. Six cards 
to each player, three at a time, turning up the next for a 
trump, which is placed face up slightly under the remain- 
der of the pack. 

The object is to reach 66 points by winning certain 
counting cards in tricks and by declaring marriages in 
play. The counting cards are the ace, 11; ten 10; king 
4; queen 3, and jack 2. Marriages are the K and Q of 
any suit. In plain suits worth 20; in trumps 40. 

Eldest hand leads first. It is not necessary to fol- 
low suit, even in trumps, until the stock is exhausted or 
drawing has been stopped by closing. Then the second 
player must follow suit if he can, but he is not obliged 
to win the trick. 

If either player has a marriage to declare, he must lead 
one of the cards forming it. If he has already won a 
trick, or afterwards wins one, the marriage is counted ; 
but not otherwise. If the points for the marriage are 
enough to put the player 66, he can simply show it, with- 
out leading it, but he must be in the lead at the time. 

After each trick, the players draw a card from the 
top of the stock, the winner first. The player holding 
the nine of trumps may exchange it for the turn-up at 
any time, provided he has won a trick. When the stock 
is exhausted, the last player to draw takes the trump 
card. Marriages can still be declared after the stock is 
exhausted, and the winner of the last trick counts 10 
for it, provided all the cards are played out. 

When a player reaches 66, he announces it at once. 
If his adversary has reached 33, the winner scores i 



HOYLE'S GAMES 341 

toward game. If the adversary is not 33, he is not out 
of Schneider, and the winner scores 2 points toward game. 
If he has not won a trick, he is schwarz, and the win- 
ner marks 3. If a player claims to be 66 and is in 
error, his adversary marks 2, no matter what his score 
is, and the hand is abandoned. Seven is game. 

If at any time during the play of a hand the one whose 
turn it is to lead thinks he can get 66 without fur- 
ther drawing, or by compelling his adversary to follow 
suit, he can " close," by turning the trump card face 
down on the pack. This does not prevent the immediate 
exchange of the trump card, provided the holder of the 
9 has won a trick. Closing may take place at any time. 
The eldest hand may close before he leads for the first 
trick. Either player may close before drawing a card or 
after drawing and before leading. The moment it is 
closed, the second player must follow suit, just as if the 
stock were exhausted, but there is no score for winning 
the last trick. 

If the closer gets to 66 before his adversary wins a 
trick he' scores 3 toward game. If he has closed before 
his adversary had won a trick and fails, he loses 3. If 
the adversary had a trick when it was closed, or wins 
one afterward, but is still made Schneider, the closer 
counts 2; if he gets out of Schneider, i only. If the 
closer fails to get 66, he loses 2. 

Three Hand 

The dealer gives no cards to himself and takes no part 
in the play; but he always scores whatever is made on 
the hand, so that he wins something every deal. Each 
player deals in turn, but no one can go out on his own 
deal. He can count up to 9, but must then wait until he 



342 HOYLE^S GAMES 

can go out on a hand in which he is an active player. 
Ten points is game. 

Penalties 

A misdeal does not lose the deal. 

A player looking at any trick but the last turned 
down loses the privilege of closing. 

If neither player claims to have reached 66 until the 
last trick is turned down, both must count their hands. 
If only one has reached 66, he scores. If neither is 66, 
or if both are 66 or more, neither is allowed to score; 
but the winner on the next deal adds i to his score. 

A revoke gives the adversary at least 2 points, even 
if he fails to make Schneider. 

Kreutz-Mariage, or Four-Hand Sixty-Six 

The pack is increased to 32 cards by adding the 7*s 
and 8's. Eight cards are dealt to each player, 3-2-3 at 
a time, turning up the last for a trump. This belongs 
to the dealer and cannot be exchanged. 

There is no stock to draw from and no marriages are 
declared. Players must not only follow suit, but each 
in turn must head the trick if he can. The cards have 
the same counting value as in sixty-six, and the last trick 
always counts 10, so that 130 points are made in each 
deal. 

If the winners get every trick, they score 3 toward 
game, which is seven. If they get more than 100, they 
score 2. More than 66 but less than 100 scores i only. 

In the German game, the cards are dealt in the form 
of a cross, first to the partner, then to the left, then to 
the right and then to the dealer. Marriages are also 
scored. 



HOYLE'S GAMES 343 



SKAT 

Three players, 32 cards, which rank, A 10 K Q 9 8 7, 
the four jacks being always the best trumps. These four 
jacks always outrank one another in order; clubs being 
the best, then spades, hearts, and diamonds, no matter 
what the trump suit may be. 

There are never more than three active players in each 
deal, although four or five may sit at the same table and 
take turns to become active players. Each individual is 
for himself and the final result is an individual score of 
so many points won or lost. Each deal is practically a 
complete game in itself, but it is usual to finish a round, 
so that each may have dealt an equal number of times. 

Anyone can have the first deal, after which it passes 
in order to the left. The score-keeper usually sits on 
the right of the first dealer, so that when the scorer 
deals, it marks the end of a round. The cards being 
shuffled and cut, are dealt 3 at a time the first round; 
then 2 to the skat, then 4 to each player, and finally 3, 
so that each player has 10 cards. When four play, the 
dealer takes no cards. When five play, he gives to the 
two on his left and the one on his right. 

There are several varieties of game to be played, and 
the players bid against one another for the privilege of 
saying what the game shall be, the one offering to play 
the game which shall win or lose the greatest number of 
points having the choice; but he must play that game 
single handed against the two others combined as partners. 

This bidding is done by naming the figure value of a 



344 HOYLE^S GAMES 

game, such as 12, 16, or 30, as the case may be, and 
the highest bidder engages himself to play a game of at 
least the value that he bids, but as much more valuable 
as he pleases. The object of the bidding is merely to see 
who has the best game at the table; how much better 
It is than any other does not matter. If no one bids, 
the player on the dealer's left has the right to name any 
game he pleases; but he must name something. The 
privilege of naming the game naturally belongs to him, 
and no one can take It from him unless he has a better 
game to offer. An equal game Is not enough. 

This player, on the dealer's left. Is called Vorhand. 
The one on his left again Is MIttelhand, and the third 
player is HInterhand. If only three play, the dealer Is 
HInterhand. If four play, this Is the arrangement; — 

Mittelhand 



Vorhand 




HInterhand 



Dealer 



As Vorhand has the game by right of his position, the 
first bid must be made by MIttelhand, HInterhand saying 
nothing. All bids begin with ten, and each player must 
bid the value of some actual game. When MIttelhanc 
bids, Vorhand, If he has a game worth as much himself,! 
and Is willing to play It, says ^^ yes " ; which meansJ 
^* Yes; my game Is worth as much as yours.'' The otheq 
must then bid higher or pass. There Is no limit to th^ 
number of bids, but the moment the Vorhand says " No,'^ 
or *' I pass," the game belongs to MIttelhand. If it \i 
MIttelhand that says he passes, the game stays with Vor-] 



HOYLE'S GAMES 345 

hand. The survivor of this first bidding is open to bids 
from Hinterhand, who must offer some game higher than 
the last bid made, or pass. If he bids higher, the player 
he bids to will have to say *^ Yes,'' or pass, as before. 

The successful bidder is called the *^ player,'' and he 
can name as much more expensive a game as he pleases, 
but he cannot name a cheaper one. If the bid on which 
he holds it is 20, he must play a game worth at least 20. 

Having stated what he is going to play, the two 
others become partners against him for that deal,, but 
there is no change in the original lead, which is always 
made by Vorhand. Players must follow suit if they can, 
but there is no obligation to win the trick, or to lead 
any particular suit. 

There are three kinds of games to be played and there 
are two ways of determining them. The successful bid- 
der can play with a whole suit for trumps, as well as 
the four jacks; or he can play with nothing but the four 
jack for trumps; or he can play with no trumps at all. 

He can determine what the trump shall be by turn- 
ing up one or other of the skat cards, whichever he 
pleases; or he can leave the skat cards alone and declare 
on his original ten cards. If he turns up a skat card 
and it suits him, he shows it; takes both skat cards in 
hand, and discards any two cards. 

As the four jacks are always trumps, there will be 
eleven trumps if he names a suit, and three plain suits 
of only seven cards each. If he names jacks for trumps, 
there will be a trump suit of four cards only, and four 
plain suits of seven cards each. If he plays without 
any trumps, there will be four plain suits of eight cards 
each, and the rank of the cards will be, A K Q J 
10 9 8 7. 

When one of the skat cards is turned up to decide 



346 HOYLE'S GAMES 

the trump, the game is called a " tournee." When the 
player names the trump out of hand, it is called a '^ solo." 

When there is a trump suit, the game is called a 
^^ club tournee," or a '' heart solo," as the case may be. 
When jacks are the only trumps it is called a " grand." 
If a jack is turned up from the skat, the player can make 
the suit trumps or jacks trumps, as he pleases. If he 
makes jacks trumps, it is a *' turned grand," as distin- 
guished from a *^ solo grand." When there are no 
trumps, it is a ^* nuUo." 

The object of the game is not to win a certain number 
of tricks; but to get home a certain number of points in 
the tricks won. These points are reckoned by giving 
the five highest cards in each suit a fixed value. 

The ace counts ii; the ten lo; the king 4; the 
queen 3; the jack 2; while the 7, 8 and 9 have no value. 
There being 4 suits with 30 points in each, there are 
120 in the pack, and the successful bidder, the player, 
who names the game, must get home the majority of j 
this 120, that is, 61 or more, or his game is lost. 

When a player names a trump suit, or turns up a] 
certain suit, he means, " With this suit for trumps, I can! 
win 61 of the 120 points in the pack." But the number 
of points that the scorer will put down to his credit when! 
he wins his game, depends on two things; the suit and! 
manner of its selection; and the number of ** matadores " j 
he holds or does not hold. 

These two factors, the value of a trump selected in aj 
certain way, and the number of matadores, are multi- 
plied together, and the product is the number of points| 
put down by the scorer as won or lost by the player. 

Matadores are all the trumps held by one side or the ] 
other in unbroken sequence with the club jack. It is j 
evident that the club jack must always be a matadore,' 



HOYLE'S GAMES 347 

and the side that holds it is said to be " with " so many; 
the other side is '' without.'^ If we suppose the player 
to hold the jacks of clubs and spades, but not the jack 
of hearts, he is " with two '' matadores. If the only jack 
he has is the diamond, he is ^' without three " matadores. 
It is possible to be *^ with eleven,'' or " without eleven," 
because the sequence continues below the jacks until it is 
broken. If the player holds all four jacks and the ace 
and ten of trumps, but not the king, he is '' with six." 
In a ^^ grand " there are never more than four mata- 
dores, because there are only four trumps. 

The other factor in the calculation, the value of a suit 
selected in a certain way, is determined by the following 
table ; 



Trumps; — 


- 


9? ♦ * 


Jacks trumps ;- 


- 


Tournee, 


5 


6 78 


Turned Grand, 


12 


Solo, 


9 


10 II 12 


Solo Grand, 


16 



Let us suppose that the successful bidder names clubs 
for trumps, without touching the skat cards, and that he 
holds the jacks of clubs and spades, his adversaries hav- 
ing the jack of hearts. He is '' with two " matadores, 
to which he always adds i for *^ the game." This gives 
us 3 as one factor; the other being the value of a club 
** solo," 12, so that if the player succeeds in getting 61 
or more in the tricks he wins, the game that the scorer 
will put down is 3 X 12, = 36 points. If the player 
should fail to get 61 points in playing the hand, after 
declaring clubs for trumps, the scorer would put him 
down 36 minus. It is the number of matadores that 
counts, whether they are held by the single player or by 
his adversaries. 

Knowing that he was going to announce a club solo 
if he was the successful bidder, and knowing that he 



348 HOYLE^S GAMES 

held two matadores, it is obvious that he knew in ad- 
vance that his game would be worth 36 if he could name 
clubs and win it, therefore he was able to bid up to 36 
for the privilege, but no more. If a player overbids his 
hand, he loses what he would have had to win to make 
his bid good. 

Suppose that a player bids 12, and gets it. He turns 
one of the skat cards, and it is a diamond. If he is 
*^ with '' or '^ without '' only one matadore, it is obvious 
that he cannot score more than 10; because i matadore 
and I for the game, multiplied by 5 for a diamond tour- 
nee, is only 10. As he bid 12, he must lose some mul- 
tiple of a diamond tournee that will be 12 or better, that 
is 15. 

If the first skat card turned up is unfavorable, does 
not fit the player's hand, he is allowed to put it in his 
hand without showing it, and to turn up the second one. 
This is called *^ passt mir nicht.'' If the player wins his 
game with the trump determined by the second card, he 
scores as usual; but if he loses his game after taking 
the second card, he loses double. 

The skat cards always count for the single player at 
the end of the hand, whether he has laid them out or 
not. If he plays a solo, and finds in the skat any card 
or cards that would add to or decrease his matadores, 
he must reckon them. Suppose he plays with two, and 
finds the jack of hearts in the skat, he is with three. 
If he played a solo with the jacks of spades, hearts, and 
diamonds, but not the ace of trumps, and found the 
jack of clubs in the skat, he would be with four, instead 
of without one. 

In tournees, the player lays away in the skat any good 
counting cards that are in danger of being caught. It 
sometimes happens that a player would risk a grand but 



HOYLE'S GAMES 349 

for the fear of losing unguarded tens in his hand. In 
that case he can play what is called a ^^ gucki grand /^ 
the unit value of which is 12, like a turned grand. He 
announces '' gucki grand '^ and takes both the skat cards 
into his hand without showing them, and then lays out 
any two cards he pleases in their place. If he wins his 
game, by getting 61 or more, he scores as usual; but 
if he loses it, he loses double. Suppose a player holding 
the three best jacks bid enough to get the game, and 
played a gucki grand. If he won it, the scorer would 
credit him with 48 plus; but if he lost it, he would be 
put down 96 minus. 

To the number of matadores is always added i for 
'' game." This refers to the simple game of getting the 
majority of the 120 points that are to be played for in 
each hand. But if the single player gets only 60, his 
game is lost. If, on the other hand, he gets 91, he 
makes his adversaries '^ Schneider." If he wins every 
trick, he makes them ^^ schwarz." If they get 90, they 
make him Schneider; and if they get every trick, they 
make him schwarz. 

Each of these games adds a multiplier. Suppose the 
bidder turns a heart, and has the jack of spades, but not 
the jack of clubs. He wins 93 points out of the 120. 
This makes his adversaries Schneider, so he reckons his 
game this way; Without i matadore, i for the game, i 
more for Schneider; 3 times the value of a heart tournee, 
which is 6; 18 points. 

When the player does not use the skat cards, either by 
turning them up to make the trump or by playing a 
gucki, he may announce in advance that he will make the 
adversaries Schneider, or even schwarz. For so doing he 
adds a multiplier; but if he fails to make the announced 
Schneider or schwarz, he loses everything. Suppose the 



350 HOYLE'S GAMES 

player announces a club solo, Schneider. He makes 98 
points, and it is found that he was with three mata- 
dores. He reckons; With 3, i for game, i for Schneider, 
I for announcing it, 6 X 12, = 72 points. As the an- 
nouncement of schwarz must include the announcement 
of Schneider, it is worth 5 ; i for gam.e, i for Schneider, 
I for announcing Schneider, i for schwarz, and i for an- 
nouncing it. 

When a player is fortunate enough to hold a hand 
which he can announce schwarz in a grand, it is called 
an *' open grand " because he lays it face up on the 
table before a card is played. The value of an open 
grand is 24. Suppose the player held the four jacks 
and won every trick, after having announced to play it 
open, he would score 4 matadores, and 5 for the an- 
nounced Schwartz, which would give him 9 multipliers; 
9 X 24, = 216, the highest possible hand in skat. If 
the grand was not played ^' open "; that is, if the schwarz 
was not announced in advance, although it was made, 
there would be only 3 multipliers for the schwarz, and 
the unit value would be 16 only, as for any solo grand. 

When no one will bid, Vorhand must play some game, 
and if he has no game he cares to risk, or if he suspects 
that some player will not bid when he ought to do so, 
Vorhand can announce '' ramsch.'' This is a grand, jacks 
being the only trumps; but each player is for himself, and 
at the end of the hand the winner of the last trick takes 
the skat cards. Each player then counts the points he 
has taken in, and the one that has the greatest number is 
put down 20 minus by the scorer; because it is assumed 
that he had the best hand at the table, and he should 
have bid on it. Ramsch is to discover and punish those 
who will not bid, and it is also a defence for the Vor- 
hand, so that he shall not be compelled to lose when he 



HOYLE'S GAMES 351 

has bad cards, and no one bids. If one player takes no 
trick in ramsch, the game costs 30. If all the tricks 
are taken by one player, it costs 50. If two are tied for 
high each loses 20. 

When a player has such bad cards that he thinks he 
would not win a single trick if there were no trump 
suit, and if the cards ranked AKQJ10987, he can 
bid '' nullo." In this there are no matadores, no trumps, 
no pip values to the cards, and no skat. If the player 
announcing nullo takes a single trick, his game is lost. 

The value of nullo* is 20, which is the most that can 
be bid for it, as there are no multipliers; but if a player 
is willing to lay his hand on the table before a card is 
played, he can announce an ^' open nullc," which is worth 
40. The danger in open nullos is, that the adversaries 
see the weak spot in the hand, and will not let the player 
discard. 

If the player has a hand that would be a nullo but for 
one, or perhaps two, dangerously high cards, he may play 
a '^ gucki nullo.'^ In this he takes into his hand, with- 
out showing them, both the skat cards, and lays out in 
their place any two cards he pleases. A gucki nullo is 
worth 15 if won; 30 if lost. If it is to be played open, 
it must be so announced before the skat cards are touched, 
'^ Open gucki nuUo.'^ It is then worth 30 if won, 60 
if lost. 

Sometimes a ^' revolution ^' is allowed, but it is not 
officially recognized by the Skat League. This is an open 
nullo, in which the adversaries are allowed to consult 
and to exchange cards as much as they please, to see if 
they can beat the player. The game is worth 60. 

*' Uno " is another variation, in which the player en- 
gages to win one trick, no more, no less, the cards 
ranking as at nullo, in the suits, and the four jacks being 



352 HOYLE'S GAMES 

the only trumps. '^ Duo " is the same game, the object 
being to win two tricks, no more, no less. The game is 
worth 20; or if played ''open," 40. 

Point Ramsch 

The regulation ramsch is not allowed if any player 
bids, because then he, or the one who says '' yes " has a 
game; but it is sometimes agreed that if no one bids more 
than ten, the player who has the game can announce point 
ramsch. 

In this, jacks are the only trumps, each player is for 
himself, and the winner of the last trick takes the skat 
cards. The object is to avoid taking in points, and the 
player who has the greatest number of points at the end 
of the hand is charged with that number of points minus 
on the score; the others scoring nothing. 

Null Tournee 

Some players still allow the old game of playing nuUo 
if the player wishes to do so when he turns a seven; 
but the game was found to be so rare and uninteresting 
that it was abandoned, and as it was worth 10 only, no 
one could play it who had bid more than ten. 

Bierspiel, or Beer Skat 

This game is simply a variation in the scoring, which 
is to find out which player will first reach 151 in three 
hand; 201 if four play. Instead of putting down the 
points won by the single player, they are charged to each 
of the others at the table. If the bidder wins a club 
solo with two, each of the others at the table is put 



HOYLE'S GAMES 353 

down 36; the single player nothing. If the single player 
loses, let us say a spade tournee without three, worth 28 ; 
and there are three at the table besides himself, he is 
put down 3 times 28, or 84. 

Penalties 

The following are the official laws of the North- 
American Skat League, revised to 1907; 

1. Cards must be dealt in the following order, viz.: 
Three-Skat-Four-Three. (See penalties ) . 

2. Cards must be cut by the player to the right of the 
dealer. 

3. If all cards are dealt, the game must be played, even 
if the dealing was done out of turn; in such case the next 
deal must be made by the one who should have dealt be- 
fore, and then proceed as if no mis-deal had been made, 
however, omitting the one who has dealt out of turn, 
thus each player deals but once during one round. 

4. Bids must be made in number, the value of which 
occur in some possible game. 

5. Plays or bids below ten points are not permitted. 

6. Games in which the aid of the Skat is required, the 
player must discard two cards. (See penalties). 

7. " Schneider " or ^^ Schwarz " cannot be announced 
in any game in which the aid of the Skat was required. 

8. The Skat must not be examined by any participant 
before the end of a game, except by the player when play- 
ing a game with the aid of the Skat. (See penalties). 

9. In case a card is served face up, a new deal must 
be made. 

10. The player to be out of Schneider must have at 
least 31 points, and must have at least 61 points to win 



354 HOYLE'S GAMES 

his game. The opponents need but 30 points to Schneider 
the player and 60 points to defeat his game. 

11. All games that are played '' Ouvert," the player 
must 'expose his cards and play openly, meaning that he 
lay his ten cards, face up, on the table for the observation 
of his opponents and playing thus from them. 

12. If a player leads wrongly (plays out of order) or 
neglects to follow suit, such error shall terminate the 
game and be considered as lost. (See penalties). 

13. If participants lead wrongly (play out of order) 
or neglect to follow suit, such error shall terminate the 
game and the value of the game is to be charged to the 
player as won. (See penalties). 

14. A player bidding ten or more must play some game 
the value of which amounts to the number of points bid 
by him; and in case he loses the game, he loses its full 
value according to the table of values. 

15. Ramsch must be played when all participants have 
passed or failed to bid. 

16. If a player has overbid his hand, the next higher 
value of the respective game is counted and charged 

' against the player. (See penalties). 

17. In case a player, having overbid his hand, plays his 
game and either of the opponents commits an error, the 
value of such game is credited to the player and deducted 
or charged against the opponent who made the error. 
(See penalties). 

18. Examination of tricks taken or the counting of 
the points of such tricks (except the last trick made) shall 
terminate the play. (See penalties). 

19. Participants have the privilege to examine the last 
trick made. (This must be done however before the next 
card is played). 

20. All participants must keep their respective tricks in 



HOYLE'S GAMES 355 

the order in which the cards were played, so that each 
trick in a game can be traced at the end of the game. 

21. Each game must be played to a finish, (See penal- 
ties). 

ALL PENALTIES IN THE NATURE OF RULES ARE TO BE 
CONSIDERED AS RULES 

1. A dealer misdealing shall be charged with ten points 
and must deal again. 

2. Games in which the aid of the Skat is required, the 
player will be charged the full value of the game if he 
neglects to discard more or less than two cards. 

3. If a dealer examines either of the Skat Cards be- 
fore or during the progress of a game, he shall be charged 
ten points. 

4. In case a participant examines either of the Skat 
Cards (without right) before the termination of a game, 
such person shall be charged the full value of the game 
announced, but the opposing person or persons shall have 
the privilege of continuing the game for the purpose of 
increasing the value thereof. 

5. If, before a game shall be announced, it is discov- 
ered that the Skat Cards are missing or they, or any of 
them, are in the possession or have been seen by any 
participant, the dealer shall draw out of the hand of the 
person having the Skat Cards, or any of them, sufficient 
cards to leave said player ten cards, after which the bid- 
ding shall proceed as if no mistake had been made, but 
the player causing this proceeding, shall be fined 25 
points and is forbidden to participate in the bidding and 
denied the opportunity to play any game during this par- 
ticular deal. 

6. A player mis-leading or neglecting to follow suit 



L 



356 HOYLE'S GAMES 

loses the game, but any one of the participants has the 
privilege to have such error corrected and proceed w^ith 
the game to its end for the purpose of increasing the 
player's loss. 

7. If either of the opponents leads wrongly (plays out 
of order) or neglects to follow suit, such errors shall ter- 
minate the game; in such case the game is won by the 
player, but the player has the privilege to have such 
error corrected and proceed with the game to its end, 
for the purpose of increasing the value of the game^ 
The full value of the game in which such error took 
place shall be charged against the opponent committing 
such error. 

8. If, during the progress of a game, the player places 
his remaining cards upon the table and declares his game 
won, but is found to have erred, he shall have lost his 
game, even if he might have obtained all remaining tricks. 

9. If during the progress of a game, any one of the 
opponents places his cards upon the table, declaring there- 
by to have defeated the player's game, all the remaining 
cards belong to the player, and the opponent who erred 
shall be charged with the full value of the game. 

10. If a player declares his game lost and places all 
the remaining cards upon the table, such remaining or 
all cards belong to the opponents, and the player loses the 
full value of the game. 

11. A player who examines the tricks taken (except the j 
last made trick) or counts the points thereof, loses the J 
game announced, but any one of the participants has the! 
privilege to insist on the game proceeding to its end for] 
the purpose of increasing the player's loss. 

12. If either of the opponents commits the act last! 
above mentioned, the player can insist on proceeding with ' 
the game for the purpose of increasing its value. The 



HOYLE'S GAMES 357 

full value of the game in such case shall be charged 
against the person committing this act. 

13. In all cases of errors, the points lost by the par- 
ticipants who erred, shall be of the same number as that 
which the player wins. 



SLOBBERHANNES 

Four to seven players; 32 cards, which rank, A K Q J 
10 9 8 7, the ace being highest in cutting and in play. 
Anyone can deal the first hand, giving one card at a time 
to each player until the pack is exhausted. The lowest 
cards must be thrown out to make the pack even for five, 
six, or seven players. There is no trump suit. 

Each player starts with 10 counters, and the object of 
the game is to avoid taking the first trick, or the last 
trick, or a trick with the queen of clubs in it. The 
player winning any of these pays a counter to the pool 
at once, and if the same player wins all three he loses 
four counters. The first one to lose all his counters has 
to pay each of the others for all they have left. 

The eldest hand leads anything he pleases and the 
others must follow suit if they can. The penalty for a 
revoke is one counter; if on the first or last trick, two 
counters. 



SOLO 

Or Modern Ombre 

Four players, 32 cards, which rank A K Q J 10 9 8 7 
in the red suits; A K J 10 9 8 7 in the black. One 



3S8 HOYLE'S GAMES 

card IS dealt round to each player face up, and the first 
club deals. The dealer places in the pool any amount 
previously agreed upon, usually 4 counters, and then gives 
8 cards to each player, 3-2-3 at a time. No trump is 
turned. 

Clubs are first preference, called ^' color.*' Any other 
suit is called ** simple.'' The players bid to play in color 
or in simple for the trump suit. The club Q, ^' spa- 
dilla," is always the best trump in the pack. The 7 of 
trumps, ^^ manilla," is the second-best. The spade Q, 
^' basta," is the third-best. These three are called mata- 
dores. 

The object of the game is to get the privilege of nam- 
ing the trump suit, and then playing to make five tricks, 
*^ solo," or eight tricks, '' tout," either alone, playing 
against the three others, or v^ith a partner, selected by 
calling on a certain ace. The holder of this card re- 
mains unknown until it falls in play; but he must as- 
sist his partner from the first. 

When there is no bid, and any player happens to hold 
both spadilla and basta, he must play a '^ forcee." If he 
calls on an ace, the partner announces himself at once, 
and also names the trump. 

The eldest hand bids first. If his cards are not worth 
a bid, he says '' I pass"; but if he thinks he can make 
five tricks, with or without a partner holding a named] 
ace, he says, *' I ask," which means that he is willing to 
play in '' simple " at least. The others, in turn to thej 
left either pass, or outbid him by asking, '' Is it inl 
color? " meaning, " Is your game better than a simple? "j 
If the first caller says, '' Yes," the other bids higher by] 
asking ''Is it solo?" ''Is it solo in color?" "Is iti 
tout?" and so on. As soon as one of the two passes, ^ 
the next in turn takes up the bid if he will go higher ; , 



HOYLE'S GAMES 359 

for these questions are supposed to mean that if the first 
caller has not as good a game as the one asked about, 
the asker will play it, or even a better one. 
The calls rank as follows: 

Simple, with a partner, wins 2 

Color, with a partner, wins 4 

Forcee simple, with a partner, wins 4 

Forcee in color, with a partner, wins 8 

Solo simple, without a partner, wins 4 

Solo in color, without a partner, wins 8 

Tout simple, wins 16 

Tout in color, wins 32 

The successful bidder must play a game equal in value 
to the one he bid. If it is a simple, he first names the 
trump suit, and then names an ace if he wants a part- 
ner. If it is a solo, he simply names the trump. If it 
is a tout, he may call on an ace or play alone. A player 
holding all four aces can call on a king. 

In forcee, the player who holds spadilla and basta does 
not name the trump, but calls on an ace, and the holder 
of this ace names the trump ; but it must not be the same 
suit as the ace. 

The bidding finished and the game named, the eldest 
hand leads any card he pleases, and the others must fol- 
low suit if they can. The moment the caller wins his 
five tricks, the hands are abandoned ; because if he goes 
on playing, he must win or lose the value of a tout. 

In settling, if the player has no partner, he wins from 
or loses to each of the others as many counters as are 
shown in the table. Partners settle each with a different 
adversary. In addition to the value of the game, a 
counter is paid for each of the three matadores, if they 



36o HOYLE'S GAMES 

are all held by one side or in one hand, and also a coun- 
ter for each additional trump held in unbroken sequence 
with the matadores, if held by the same side or in one 
hand. 

Any player who succeeds, without a partner, in win- 
ning a solo or a tout, in color, takes the pool, if it does 
not exceed i6 counters. If it does, he takes out i6. If 
a player attempts a solo or tout, in color, without a part- 
ner, and fails, he doubles the pool; provided it is not 
more than i6 counters, in which case he pays in i6. 

Heart Solo 

This is solo for 3 players, reducing the pack to 24 
cards by throwing out the 8 of hearts and all the dia- 
monds but the 7. Diamonds are always ^* color " and the 
three matadores are the only trumps in color. The only 
bids allowed are solos, as there are no partners. If no 
one bids, the hand is played in color, and the winner of 
the last trick loses the value of a solo in color. 

Penalties 

A revoke by any player, or a lead out of turn against 
a player without a partner, loses the game at once. Any 
player who fails to play a forcee when he should do so, 
pays 16 counters to the pool. 



SOLO WHIST 

Four players, each for himself; 52 cards, which rank, 
AKQJ 10 9876543 2. Lowest cut deals; ace 
is low. Thirteen cards to each player, 3 at a time for 



HOYLE^S GAMES 361 

4 rounds and then i each, turning up the last for the 
trump, which belongs to the dealer. 

The object is to make a certain number of tricks, with 
or without a partner, and there are six varieties of game 
usually recognized and played. Each player in turn has 
the privilege of announcing any of these that he is will- 
ing to undertake, and the one offering the best game is 
known as the '^ caller " or successful bidder. These 
games and their rank, are as follows; — 

Proposal and acceptance, in which the caller under- 
takes to make 8 tricks with the assistance of a partner. 

Solo; to take 5 tricks, without a partner. 

Misere; to take no trick, there being no trump suit. 

Abundance; to name the trump suit, regardless of the 
turn-up, and take 9 tricks without a partner. 

Open Misere; to lose all thirteen tricks; the caller^s 
cards being exposed on the table after the first trick. 

Open Abundance ; to name the trump suit, and take all 
thirteen tricks with the caller's cards exposed, and no 
partner. 

The cards dealt, the players propose or pass in turn. 
A player with four reasonably sure tricks, keeping to the 
suit turned for trumps, but not strong enough to play 
solo, says, '' I propose," which means that he wants a 
partner. Any player in turn to the left can accept him,, 
and if no higher bid is made they are partners, without 
making any change in their positions at the table. They 
must win at least eight out of the thirteen tricks, or they 
lose their game. A solo outbids a proposal, even if the 
proposal has been accepted, and a misere outbids a solo, 
and so on. 

The eldest hand always leads, except in open abun- 
dance, when the caller has the lead. Each player in turn 
must follow suit if he can. 



362 HOYLE'S GAMES 

Each deal is a complete game in itself and is settled 
for in red and white counters, a red being worth 5 whites. 
Proposals and solos win or lose i red; miseres 2; abun- 
dance 3 ; open misere 4, open abundance 6. A single 
player wins from or loses to each adversary; partners each 
settle with one adversary. In addition to the red coun- 
ters, white ones are paid for ^^ over-tricks.'^ If a solo 
player wins seven tricks, he gets a red and two whites 
from each adversary. If he gets four tricks only, he 
loses a red and a white to each. 

No player, except the eldest hand, having once passed, 
can afterward bid; but a player having made a bid can 
increase it to outbid or '^ over-call " a competitor. 

If no one will make a bid, it is sometimes agreed to 
turn down the trump and allow any player to call a 
six-trick solo with another suif for trumps. This pays 
one red. 

Three Hand 

The 2, 3, and 4 of each suit are thrown out; thirteen 
cards are dealt to each player, and the odd one is the 
trump, which does not belong to the dealer. The lowest 
call is a six-trick solo; the next is abundance for nine 
tricks; then misere; then open abundance, and then open 
misere. If all pass, any player may call a six-trick solo 
in another suit. 

Kimberly Solo 

This is for four players without any proposal and ac- 
ceptances, the lowest call being a solo. If all pass, the 
call of a six-trick solo in a different trump suit is al- 
lowed. 



HOYLE'S GAMES 363 

Penalties 

In all misdeals, the same player deals again. Anyone 
dealing out of turn must be stopped before the trump is 
turned or the deal stands good. 

Two or more cards played at once; cards played in 
error; cards dropped face upward on the table, or cards 
led out of turn, are exposed cards, and unless they be- 
long to a player who has no partner, they must be left 
face up on the table, and liable to be called. If the 
exposed card is a trump, the adversary can prevent its 
being used for ruffing. 

The penalty for a lead out of turn is to call a suit, 
except in misere, when it loses the game at once. 

The penalty for a revoke is the loss of three tricks. 
If the revoke is made against a call of misere, open 
misere, or abundance, the caller can claim his game as 
won. 

If any player has a wrong number of cards, the caller 
and his partner, if any, having their right number, the 
deal stands. If the caller, or his partner, has a wrong 
number and has played to the first trick, they can play 
the hand out to avoid paying for over-tricks; but they 
cannot win anything. 



SPECULATION 

Any number of players less than ten; 52 cards, which 
rank, AKQJ 10 9876543 2. Each puts an 
agreed amount into a pool, the dealer paying double. Any- 
one can deal the first hand, 3 cards to each player, i at 



364 HOYLE'S GAMES 

a time, turning up the next for a trump. None of the 
players' cards must be looked at. If the turn-up is an 
ace, the dealer wins the pool at once, and passes the deal 
to the left. 

If a K Q or J is turned, the dealer offers it for sale 
before any player is allowed to look at his cards, but 
the dealer is not obliged to take the counters offered for 
it unless he chooses to sell out. If he sells, he passes it 
to the buyer. Whether he sells or not, all the cards are 
turned face up and the player who holds the highest of 
the trump suit takes the pool. 

If the turn-up is not a K Q or J, the dealer sells it 
as before, but the player buying it leaves it on the table, 
or the dealer keeps it, as the case may be. The player 
on the dealer's left then turns up his top card. If it 
is not a higher trump than the one turned, or not a 
trump at all, the next player to his left turns up a card, 
and so on until some one turns a trump higher than the 
first. The owner of the original trump does not turn 
up any cards until his trump is beaten. If a better trump 
shows, it is offered for sale, and the cards are again 
turned up in order until a still better trump shows, or 
all the cards dealt out have been exposed. 



SPOIL FIVE 

Any number of players from two to ten, but five or 
six is the usual game, each for himself. Fifty-two cards, 
their rank varying according to the color of the suit and 
the trump *^ highest in red; lowest in black." The K Q J 
always retain their rank, and the ace of hearts is always 



i 



HOYLE'S GAMES 



365 



the third-best trump, so that the rank of the cards in 
plain suits is as follows: 





No change 




Highest in red. 




9? 




K Q 


J 
J 


10 9 8 7 6 5 4 
10 9 8 7 6 5 4 

Lowest in black. 


3 2 

3 2 A 


4^ 




J 
J 


A 2 3 4 5 6 7 
A 2 3 4 5 6 7 


8910 
8910 



In the trump suit, the 5 is always the best, the J next, 
and then the A of hearts. Then comes the ace of the 
trump suit, and the K Q J, after which the smaller 
cards follow the rule, '' highest in red; lowest in black." 
This gives the following rank of the cards when the suit 
is trumps; 







No change. 


Highest in red. 





5 J 
5 J 


^ A 


<? A K Q 
OA K Q 


10 9876543 2 
10 98765432 

Lowest in black. 


* 


5 J 
5 J 


(5 A 
^ A 


*A K Q 
♦ A K Q 


23456789 10 
2345678910 



The cards are thrown round one at a time face up, 
and the first jack deals. Each player puts a counter in 
the pool, and each dealer in turn adds a counter until 
the pool is won, after which a new pool is formed. 

The dealer gives five cards to each player, 2-3 at a 
time, turning up the next card for a trump. 

If the turn-up is an ace, the dealer may ^* rob " it, by 
exchanging any card in his hand for it. If it is not 
an ace, any player that holds the ace of trumps must 
announce it before he plays to the first trick. If he 



\ 



366 HOYLE'S GAMES 

wishes to rob the turn-up card he passes a card to the 
dealer face down, in exchange for it. If he does not 
rob, he says ^' I play these." If a player fails to an- 
nounce the ace, it becomes the lowest trump, even if 
it is the ace of hearts. 

The eldest hand leads any card he pleases. Each 
player in turn must follow suit or trump the trick; that 
is, if he does not follow suit when able to do so, he must 
trump, or it is a revoke. 

If a small trump is led, any player holding one of the 
three highest trumps, 5, J, or heart ace, but none smaller, 
may ^' renege," refusing to follow suit even to trumps. 
But if he has a smaller trump, he must follow suit. If 
a higher trump than any he holds is led, he must fol- 
low suit. If the heart ace is led, and one player holds 
the J, another the 5, with none smaller; neither is obliged 
to follow suit; because their trumps are better than the 
one led. 

The object of the game is to win three out of the five 
tricks, which takes the pool. All five tricks won by the 
same player gets an extra counter from every one at the 
table. Those who have no chance to win three tricks 
and the pool, play to distribute the tricks among the 
others so that the pool shall be ^* spoiled " for that deal. 

Jink Game 

When one player has won three tricks, he must aban- 
don his cards; because if he goes on he must win all five 
tricks, or he is ^^ spoiled." If it is his intention to go 
on and play for the five, and the extra counter from 
each, he says ^^ I jink it." 



HOYLE'S GAMES 367 

Forty-Five; Five and Ten 

This IS spoil five for two players, or two sides with 
an equal number of partners. There is no pool, but the 
side winning the majority of the five tricks counts 5 
toward game. If one side wins all five tricks, it counts 10. 
Forty-five points is game. 

Penalties 

A misdeal forfeits 2 counters to the pool and deals 
again. 

If it is found that any player holds a wrong number 
of cards, his hand is foul and must be abandoned, but he 
keeps any trick he has won. 

Any irregularities in play, such as leads out of turn, 
reneging against the rules, revoking, or exposing a card 
after any player has won two tricks, will prevent the 
player in error from winning the current pool, although 
he will be compelled to contribute to it until it is won. 



STOPS 



There are two principal varieties of many games which 
are known as '^ stops," one with a layout, and one with- 
out it. 

The simplest form of stops is for any number of 
players, using a pack of 52 cards. Each player has a 
number of counters, putting one in the pool. The lowest 
cut deals, and ace is low. The cards are dealt one at a 
time until exhausted, even if some players have more 
than others. 



368 HOYLE^S GAMES 

Eldest hand leads any card he pleases, and the one on 
his left must play in sequence and suit above it, the 7 of 
hearts on the 6, for instance, or forfeit a counter to the 
pool. Only one card is played at a time, and the se- 
quence is continued through the K to the A, 2, etc., until 
the suit is exhausted. 

The one who plays the last card of the suit can start 
any other suit he pleases, and the first to get rid of all 
his cards wins the pool, and gets a counter from each 
of the others for each card they hold. 

Fan Tan 

Any number can play and the fifty-two cards are dealt 
round as far as they will go. Eldest hand may sell his 
privilege of playing the first card, and must be paid in 
counters. 

Whoever plays first lays down a card, and the player 
on his left must lay down beside it the next lower card 
of the same suit, or a card of the same denomination in 
another suit. If the J of hearts is laid, the ten of hearts 
or another J must be played, or a counter forfeited to 
the pool, the play passing on to the left. 

No one is allowed to play lower ^^ set ^' cards until 
the higher ones are down. If the first card set is a 6, 
the 5's cannot be laid down until the 6's of the same suit 
are on the table. 

Players build up on the first card set, going from J 
to Q K A 2 etc. They build down on the secondary 
cards, 9 on 10 etc. When a suit is exhausted, the last 
cards are laid across. As long as any person can play he 
is obliged to do so, but when he cannot play, he pays a 
counter to the pool. The first one to get rid of all his 
cards takes the whole pool. 



HOYLE'S GAMES 



369 



Five or Nine, or Domino Whist 

This IS fan tan with the limitation that the first card 
set must be a 5 or a 9. If the eldest hand has neither 
of those cards, he passes, and pays a counter to the pool. 
As soon as a 5 or 9 is set, the following players must 
continue the sequence in the suit, either up or down, lay- 
ing the card beside the set. If the set is a 5, and a 4 
is laid beside it, each player in turn can play one card 
on either of the sets, up or down as he pleases; but as it 
starts, so it must continue. 

When a player is unable or unwilling to continue 
either of the sequences on the table, he may start an- 
other sequence if he has a card of the same denomina- 
tion as the first set. If this was a 9, he cannot start 
with a 5. If he cannot start a new sequence, he must 
continue the old if he can. Anyone who cannot play, 
puts a counter in the pool, and the first one to get rid 
of ill his cards takes the "ntire pool and gets a counter 
from each pla;^ t for e^ / card still unplayed. 



Boodle, or Newmarket 

This is played with a layout, as follows, the cards 
being taken from another pack; — 




The dealer names any number of counters from 4 to 
10 and bets them on the layout as he pleases; all on one 



370 HOYLE'S GAMES 

card or distributed. Every player at the table must stake 
a similar amount, but may distribute his counters to suit 
himself. 

The cards are thrown round and the first jack deals. 
The dealer, after placing his bets, distributes the cards 
one at a time until each has received a certain number, 
according to the number of players engaged, the rest re- 
maining in the stock, as follows; 

3 Players, i 5 cards each, 7 in the stock. 



4 '' 12 

5 '^ * 9 

6 ^^ 8 

7 .. 7 

8 ^^ 6 



4 
7 
4 
3 



The eldest hand selects any suit he pleases, but he 
must begin with the lowest card of it in his hand, laying 
it on the table. He continues to play upon this card as 
long as he has sequence and suit; 5 of spades on 4 of 
spades, for instance. As soon as he fails, he announces 
the card he fails on, /' no nine." The player on his left 
then continues the sequence and suit if he can. 

As several cards are left in the stock, they form 
" stops " which are discovered when no one at the table 
can carry on the sequence. This brings it back to the 
player who played the last card before the stop, and he 
can go on again, starting the same suit again, with the 
lowest card he has of it, or another suit. 

If, in the course of play, the duplicate of any card in 
the layout is got rid of, the player takes all the counters 
on that card. If the card is not in play, or is not got 
rid of, the pool upon it remains until the next deal. 

The moment any player gets rid of all ffis cards, the 



HOYLE'S GAMES 



371 



play ceases, and he demands a counter for each card still 
held by every other player. 

Spin, or Spinado 

In this variation of boodle, the holder of the diamond 
ace is allowed to stop any sequence with it; but he must 
be in the lead at the time. Suppose hearts are run up 
to the J, and he holds heart Q and diamond A. He 
can, if he wishes, play the heart Q and then the dia- 
mond A, calling '' spin,^' so as to prevent the play of the 
heart K by starting another sequence of his own or play- 
ing a pool card, if it is the lowest he holds of the suit. 

Saratoga 

This is boodle with the qualification that each player 
must bet an equal amount on each of the pool cards. 

Pope Joan 

In this variety of boodle, there are five cards taken 
from another pack for the layout, which is as follows ; — 



O O 

o o 



O 




Each dealer in turn puts i counter on the 10; 2 on the 
J; 3 on the Q; 4 on the K; and 5 on the 7. The 
other players do not dress the layout. 



i 



372 HOYLE'S GAMES 

The eldest hand begins and continues any sequence and 
suit he pleases, as in boodle; but he is not obliged to be- 
gin with the lowest card of it. 

Duplicates of the cards in the layout must be got rid 
of in play to win the counters placed upon them by the 
dealer. As soon as any player gets rid of all his cards, 
the play stops, and all the unplayed cards are shown. 
The winner gets a counter for every card shown, and 
those who have failed to get rid of the duplicates of the 
cards in the layout must double the counters upon that 
card for the next pool. The next dealer dresses as be- 
fore, and the pools increase until they are won. 



THIRTY-ONE, OR SCHNAUTZ 

Any number of players, with 52 cards. After a pool 
is made up, anyone can deal the first hand, giving three 
cards to each player face down, and an extra hand to the 
table, three cards face up. Beginning with the eldest 
hand, each player in turn can draw one card from the 
table, leaving one of his own in its place, face up. 

The object of the game is to get three cards of the 
same suit, the total pip value of which is 31; aces being 
worth II, K, Q, and J, 10 each. If no one can get 
31, three of a kind takes the pool, higher triplets beat- 
ing lower, ace being high. If no one has triplets, the 
highest pip value shown in any one suit takes it. 

The players continue to draw until some one is con- 
tent and knocks, after which only one more draw is al- 
lowed, the knocker not drawing again. A player with 
a fair hand can knock to stop others from improving, if 
he thinks he is strong enough to win the pool. 



HOYLE'S GAMES 373 

THREE-CARD MONTE 

The banker takes three cards, two red and one black; 
usually the red aces and the ace of spades. The cards 
are slightly bent lengthwise, so as to be easily picked up 
by the ends. They are placed on the table face down 
and separated. The one that is the black ace is distinctly 
shown, and then the banker shifts the cards about face 
down in such a manner as to confuse the players so that 
they cannot tell which is the black ace when the cards 
come to rest again. For this purpose a few skilful passes 
are usually sufficient. 

If the banker pays 2 for i, as he should do, it is a 
perfectly fair game; but if he pays even money only, 
the player is betting 2 to i against himself. 



VINGT-ET-UN 
Or Twenty-One 

Any number of players; 52 cards, dealt round for the 
first ace to take the bank. A betting limit is usually 
agreed upon. Each player except the banker puts up a 
certain amount in front of him, and the banker then deals 
to each a card, face down, and one to himself. The 
players look at this first card and increase their bets if 
they wish. The banker, after seeing his card, can call 
upon all the players to double the amount of their bets. 
If any refuse, he takes what they have already put up. 
A second card is then dealt to every player at the table, 
including the banker, also face down. 



374 HOYLE'S GAMES 

The object is to get 21, or as near to it as possible 
without passing it. The K Q J count 10 each, and the 
ace may be reckoned as i or as 11, at the option of the 
player. Other cards retain their pip value. 

If any player finds exactly 21 in the two cards dealt 
to him, he shows it at once, and claims a *^ natural/' The 
banker must then pay him double what he has staked, 
unless he also holds a natural, when it is a stand-off, and 
is called '' paying in cards." If the banker is the only 
one that holds a natural, all the players pay him twice 
what they have staked. 

If no one has a natural, the banker asks each player 
in turn if he wants another card or cards. If the player 
stands on the two cards first dealt him, he says so. If he 
draws cards, they are given to him one at a time, face 
up. If the first is not enough, he may take a second, and 
if that is not enough, another; but if the total pips on 
the two cards he has face down and those face up go 
beyond 2i, he is ^^ burst,'' and must pass his stake over 
to the banker. If he does not burst, he knocks on the 
table to show that he has drawn as far as he wants to. 
It is usual to stand at 17; but to draw with 16 or less, 
not forgetting that an ace may be i or 11, at pleasure. 

After each player in turn is disposed of in this way, 
the banker turns his two cards face up, so that all may 
see what he had and what he draws. If he bursts, he 
must pay all who can show that they have not passed 21. 1 
If he stands at any number, he must pay all who arej 
nearer 21 than he, and he wins from all who are not soj 
many as he. Ties are a stand-off. 

Twenty-one made by drawing is not a natural. 

If the first two cards dealt to any player but the banker 
are a pair, he may divide them if he likes, and draw to] 
each, but he must bet an equal amount on each. 



HOYLE'S GAMES 375 

It IS usual to pass the bank to any player showing a 
natural when the dealer has none to offset it. Some- 
times it is agreed to let each be the banker for a certain 
number of deals, or until the banker has won or lost a 
fixed amount. The modern practice is for each player 
in turn to the left to deal one hand, and be the banker. 

Macao 

In this variation of vingt-et-un, the K Q J and 10 
count for nothing, and 9 is the number to be approached, 
instead of 21. There are three naturals: Any player 
holding 9 in the first two cards dealt him, wins 3 times 
his stake. If he shows 8, he wins double. If he shows 
7, he wins even money. Ties stand off. If not naturals 
are shown, the players draw until they stand or burst. 

Quinze 

This is vingt-et-un for two players, and 15 is a nat- 
ural, instead of 21. The K Q J are worth 10 each. The 
play is for an agreed and equal amount each deal. The 
dealer gives one card to his adversary and one to him- 
self, and the non-dealer may stand upon his card or draw 
to it. The dealer stands or draws in his turn, and one 
nearer 15 wins. If it is a tie, or if both pass 15, the 
stakes are doubled and the deal passes. Each deals in 
turn, and there are no naturals. 



376 HOYLE'S GAMES 

VINT 

[BNHTb] Bridge Without a Dummy 

Four players, 5 2^ cards, which rank, AKQJ 1098 
765432. The players cut for partners and deal, the 
two lowest pairing against the two highest, and the 
lowest cut having the choice of seats and cards, and the 
first deal. In cutting, ace is low. 

The dealer gives thirteen cards to each player, one at 
a time. No trump is turned. 

Each player in turn, beginning with the dealer, may 
pass or propose to win 7 tricks out of the 13 with a 
certain named suit for trumps, or with no trumps at 
all. There is no ** book *^ in vint, as every trick counts 
in the actual play. 

These propositions outrank one another in the order of 
spades, clubs, diamonds, hearts, and no-trumps, spades 
being the lowest. A bid of seven tricks is usually called 
a " simple " game, or it may be announced as " one in 
diamonds,*' or "one in no-trumps," meaning one odd 
trick only. It should be observed that although the book, 
or first six tricks, is not noticed as it is in whist or bridge, 
the bidding is carried on as if it were; because " two in 
hearts " means two by cards, or eight tricks. 

Each player in turn to the left can overbid by offer- 
ing a simple game in a higher suit. After the simple 
game, come bids for a greater number of tricks. Two 
in spades will outbid a simple in no-trumps. Two in 
clubs outbids two in spades, and so on. The highest 
possible bid is seven at no-trumps. If a player is over- 
bid, he can bid higher in his turn, and partners can out- 
bid each other. 



HOYLE'S GAMES 377 

The player on the left of the successful bidder always 
leads for the first trick, and each player to the left must 
follow suit if he can, the winner of one trick leading for 
the next, and so on. There is no dummy hand in vint. 

The scoring is according to the number of tricks bid; 
but it is this number, and not the suit, that fixes the 
valuation. In this respect vint differs from bridge. The 
number of times that this unit of valuation shall be scored 
is fixed by the number of tricks taken in, counting every 
one of them, without taking any notice of the *' book/* 
Every trick taken ; 

In a bid of *^ simple," is worth, 10 

In a bid of ^^ two," is worth, 20 

In a bid of ^' three," is worth, 30 

In a bid of ^^ four," is worth, 40 

In a bid of ^' ^yt,^^ is worth, 50 

In a bid of ^^ six," is worth, 60' 

In a bid of ^^ seven," is worth, 70 

Both sides score, so that if the proposer of a simple 
game in hearts, with his partner's assistance, wins eight 
tricks, although he bid only seven, he would score them 
at the value of 10 each, because that was his bid. This 
would give him 80, and his adversaries, who won 5 
tricks, would score 50. 

These scores are entered on a bridge pad, below the line, 
and the partners who first reach 500 are game, although 
they may make more than 500, because they play out the 
hand on which they go game, to get all they can on it. 

In case both sides approach 500, the first to reach it 
are the winners of that game, regardless of the declaring 
side. This should be noted, because it is contrary to the 
spirit of all other bidding games. Suppose the score 



378 HOYLE^S GAMES 

stands, A-'B 460; Y-Z 440; Z being the successful bid- 
der, and the game being '' two in diamonds." The tricks 
are worth 20 each, and if A and B win two tricks be- 
fore Y and Z get three, A and B win the game, even 
if they never took another trick; but the hand is played 
out in order to see whether or not the bid is made good, 
and also to score all possible. 

For winning a game, 1,000 points is added, above the 
line, in the honor column. The side that first wins two 
games adds 2,000 points for the rubber. 

The partners then change, without any cutting, as the 
party is not finished until every player at the table has 
had each of the others for a partner once. This makes 
it necessary to play three consecutive rubbers. 

If a little slam, 12 out of the 13 tricks, is made; but 
has not been declared in advance by a bid of ^' six,'' it 
is worth 1,000 points above the line. A grand slam, 13 
tricks, but not announced by a bid of '^ seven,'* is worth 
2,000 points. If six is bid and made, 5,000 points are 
added to the usual 1,000 for the little slam, making it 
worth 6,000. If six is bid, and grand slam is made, 
it is worth 7,000. If seven is bid and made, it adds 
10,000 to the 2,000 that grand slam is worth, making it 
12,000. 

If the declaring side fails to make good its bid, the 
other side scores penalties above the line, in the honor 
column. These penalties are just 100 times the value 
of the tricks; so that if the successful bid was ^^ two in 
diamonds," the tricks would be worth 20 each, and if 
the bidders failed to get eight tricks their adversaries 
would score 100 times 20, or 2,000 points, above the 
line, for every trick by which the bid failed. A bid of 
'' four at no-trumps " failing by 3 tricks, for instance, 
would cost the declaring side 12,000 points penalty above 



HOYLE'S GAMES 379 

the line; besides which their adversaries would score for 
6 tricks actually won at 40 each; 240 points below the 
line, counting toward game. At the same time, the bid- 
ders would score below the line for the tricks they have 
made, 7 X 40 = 280, although they did not make good. 
The penalty they pay for failure is all above the line. In 
this respect again, vint differs from all other bidding 
games, in which it is the rule for the bidder, if unsuc- 
cessful, to score nothing. 

All honors are scored above the line, with the penalties, 
and count nothing toward winning the game, although 
they materially affect the ultimate value of the rubber. 

The honors are the A K Q J 10 of the trump suit 
and also the four aces. When there are no-trumps, the 
four aces are the only honors. Observe that when there 
is a trump suit, the trump ace counts twice over; as an 
honor and as an ace. 

Each of these honors is worth 10 times as much as a 
trick, so that their value varies with the declaration. If 
the game is three in hearts, the tricks being worth 30 
each, each honor will be worth 300. The rules for 
scoring honors are rather complicated, because of the 
various ways in which they may be held. 

The side that has the majority of both aces and honors 
scores for all they hold; not for the difference. Sup- 
pose Y-Z have 3 honors in hearts and 3 aces. A-B, 
having only 2 honors in hearts and I ace, Y— Z have the 
majority of both; so Y-Z score for all six honors held 
by them, the value depending on how many tricks the 
bid was. 

If aces and honors are so divided that one side has 
the majority of one, the other side the other; the one 
is set off against the other. Suppose A-B hold 4 aces, 
and 2 honors in clubs; against Y-Z's 3 honors. The 



38o HOYLE'S GAMES 

majority of Y-Z's honors is deducted from A-B's aces, 
and A-B score i only. Again; A-B have 2 honors and 
3 aces ; Y-Z holding 3 honors and i ace. Neither scores ; 
because the 3 honors offset the 3 aces. 

If each side holds 2 aces, only the side that wins the 
majority of the tricks can score them. Suppose A-B 
have 3 honors and 2 aces; Y-Z 2 honors and 2 aces. If 
A-B win the majority of the tricks, they score 5 ; but 
if Y-Z win the majority of the tricks, A-B score i only; 
because their aces do not count and they have a ma- 
jority of only I in honors. 

At no-trump, the value of each ace is 25 times the 
value of a trick. If the game is " two at no-trump,'' 
the tricks are worth 20 each, and aces are worth 25 
times 20, or 500 each. If aces are easy, neither side 
scores. If not, the side having the majority scores for 
every ace it holds. 

Sequences of not less than three cards headed by an 
ace, in any suit, are called " coronets," if they are held 
in the hand of a single player, no matter what the declar- 
ation may be; trumps or no-trumps. Three or four 
aces in one hand is also a coronet. 

When there is a declared trump, the A K Q of a plain 
suit, or 3 aces, are worth 500. Each additional card 
in the sequence adds 500, so that a sequence from the 
A to the 7 in a plain suit would count 3000. 

In the trump suit itself, or in all suits when there are 
no trumps, these sequences are worth double, the A K Q 
being worth 1,000; so that a sequence from the A to 
the 9 in a trump suit, or in any suit in a no-trumper, 
would be worth 4,000 points. 

The laws for all irregularities in the game are almost 
identical with those for whist and bridge, except, of 
course, that there is no dummy to legislate for. 



HOYLE'S GAMES 381 



WHIST 

Four players, 52 cards, which rank, A K Q J 10 9 8 
765432. The ace is highest in play; but lowest in 
cutting. The players cut for partners, the two lowest 
playing against the two highest. The lowest cut has the 
choice of seats and cards and deals the first hand. 

Thirteen cards are given to each player, one at a time, 
and the last is turned up for the trump. This belongs 
to the dealer. The object is to win tricks, each above 
six counting one for the partners gaining it. The first 
six are called a *^ book " and do not count. One more 
is called the odd trick; two more, two by cards, and 
so on. All thirteen is a slam. 

Eldest hand always leads for the first trick, any card 
he pleases, and the others must follow suit if they can. 
The highest card played, if of the suit led, wins the 
trick, and trumps win all other suits. 

Seven points is game, or a rubber may be the best of 
three games of five points each. If the first two games 
are won by the same partners, the third is not played. 
When the seven-point game is played, it is usual to play 
the hand out, the winners counting all they make, even 
beyond seven points, and the losers' score being deducted, 
the difference being the value of the game. 

Prussian Whist 

In this, the trump is cut from the still pack, instead 
of turning up the last card. 



382 HOYLE'S GAMES 

English Whist 

In England, they still score honors in straight whist, 
and the value of the rubber is settled In a different way. 

The honors are the A K Q J of the trump suit. If 
one side holds all four, they score 4 points toward game, 
provided that they are not 4 up when the hand is dealt, 
game being 5 points. If either side holds three honors, 
it scores 2 points, also provided that the side is not at the 
score of 4. When honors are easy, neither scores them. 

Rubbers are always played in England, and the games 
have a differing value, according to the score of the losers. 
If one side goes out before the adversaries have scored a 
point, it is a triple game, and is marked up as 3. If the 
losers are not more than i or 2 up, it is a double game, 
and is marked up as 2. If the losers are 3 or 4, it is a 
single, marked up as i. The side that first wins two 
games adds 2 points for so doing. It is therefore pos- 
sible to win a rubber of 8 points, called a *^ bumper,'* 
by winning two triple games in succession. 

If three games have been played, the points made by 
the losers must be deducted from those made by the win- 
ners. Suppose A— B win a triple and a single to Y-Z's 
double. The total score of A-B, after adding their 2 
rubber points will be 6; while Y-Z will have 2 to de- 
duct, leaving the value of the rubber at 4. 

Dummy 

Whist for three players, one of whom has his dummy 
partner's cards exposed face up on the table before a 
card is led. Dummy always deals the first hand, and if 
one player takes dummy all the time he should concede 



HOYLE'S GAMES 383 

one point in seven to his adversaries. It is more usual 
for each to take dummy in turn for a game. Dummy 
cannot revoke. 

Double Dummy 

Whist for two players, each having his dummy part- 
ner's cards exposed face up on the table. One of the 
dummies deals the first hand. Dummies cannot revoke. 



Penalties 

The laws of - straight whist are covered by those of 
duplicate, which is now the common form of the game; 
but in England the revoke penalty is three tricks, while 
it is only two in America. In England it can also be 
enforced in three different ways; the side not in error 
can take three tricks, or can add three points to their 
score, or deduct three points from the side in error. 

Duplicate Whist 

Instead of gathering the cards into tricks, each player 
lays the card he plays immediately in front of him, and 
the winners of the trick, when the cards are turned 
down, place their cards lengthwise between them. When 
they lose a trick, they place the cards across, and as each 
successive card is kept slightly to the right, but over- 
lapping the one under it, it is easy to see how many are 
turned one way and how many the other. In the fol- 
lowing position, for instance, the player sitting behind 
these cards has won six tricks and lost seven; 






384 HOYLE'S GAMES 

After the number of tricks taken by each side has been 
counted and agreed to, both sides score what they make, 
A-B 8, and Y-Z 5, for instance. Each player then 
gathers up his own 13 cards and places them face down 
in the pocket which is nearer to him in one of the many 
mechanical devices which have been invented for the 
purpose, called *^ trays/' 

These trays have upon them certain marks to show how 
the tray should be placed upon the table, which end to 
the North, and one of the pockets is marked to show that 
it contains the dealer's cards. Instead of cutting for 
deal, the player who happens to sit opposite this pocket, 
when the tray is properly placed on the table, is the dealer. 

There must be at least one of these trays at every table 
engaged, and a separate pack of cards will be required 
for each tray; because after a hand has once been played, 
it is not again shuffled or dealt. When it has been 
played at one table, it is passed to the next table, or laid 
aside, until an agreed number of trays have been played, 
and then played over again. When it is passed to the 
next table, the dealer takes out his thirteen cards, one 
of which is turned up for the trump, and he leaves this 
turn-up trump on the tray until after the first trick. It 
is usual to have ^^ trump slips " on which the trump card 
can be written by the player who first deals the cards. 
This trump slip is placed in the pocket with the dealer's 
cards when the hands are replaced. 

The scores made on the various trays are identified by 
numbers on the back of the trays, which correspond to 
the numbers on the score cards, opposite which the tricks 
made on the hand contained in the tray are put down. 



HOYLE'S GAMES 385 

Team Whist 

When two teams of four players each play a dupli- 
cate whist match, two of each team sit at different tables ; 
one pair sitting N and S, the other, at the other table, 
E and W. As soon as a hand is dealt at one table, 
played, put in the tray, and passed to the next table 
to be overplayed, the 13 cards held by one team, sitting 
N and S at one table, will be held by the N and S pair 
of the other team at the other table. This gives each 
team the whole thirteen cards in each deal, on which 
they should make 13 tricks. If they get more, it is a 
gain; if less, it is a loss. In order to avoid doubling 
these results, it is usual for the N and S players only 
to score, and, at the end of the match, the team with 
the greater number of tricks to its credit, wins. 

Compass Whist 

When a large number of players take part in a dupli- 
cate game, all those sitting N and S keep their seats 
during the entire play, while all those sitting E and W 
go from table to table round the room, playing an equal 
number of deals or trays at each table. The trays con- 
taining the cards travel one table at a time in a direction 
opposite to that taken by the E and W players. 

When the number of tables engaged is even, it will be 
necessary for all the E and W players to skip a table 
when half way round, or they will meet trays they have 
already played. If more than one deal is played at each 
table, and the number is even, say two at a table, only 
one of the two is played before moving, and the E and 
JW players take it with them to the next table, but 



386 HOYLE'S GAMES 

put It under the tray they find there, leaving it to be 
played by the pair that will follow them. This makes 
it unnecessary to skip any tables. 

Each pair keeps its own score of the total number of 
tricks taken, and at the end of the game these scores 
are added up, giving a total of tricks won on all the 
trays played. All the scores are then handed to the 
referee, who selects the N and S first and puts them 
opposite the names of the players, usually on a large 
blackboard ruled for the purpose. He then adds up all 
these N and S scores to get a grand total, which he 
divides by the number of pairs in the game who sat N 
and S. This gives the average value of the N and S 
hands, and all whose scores exceed this average are so 
many tricks " plus.'* Those who fall below it are so 
many tricks " minus." 

The same process is then gone through with the E and 
W scores, and if the losses and gains balance, the scores 
are correct. 

Howell Pairs 

It is sometimes desirable that every pair in a game 
should meet and play against every other pair. What is 
known as Howell indicators are then placed on the 
tables, which are so arranged that they indicate to each 
player the table, and the seat at that table, to which he 
shall go next; but the trays containing the cards always 
go to the next table in the line. Different sets of in- 
dicators are required for various numbers of tables. 

The scores are put down on a slip that travels with 
the tray. Each pair having a number, which is to be 
found on the score slip, and opposite which they write 
the number of tricks they got on the deal. This slip 
must not be looked at until the hand has been played; 



HOYLE'S GAMES 387 

but then it is interesting to see how much others have 
made on the same cards. 

As all do not play the same hands, the final scores are 
arrived at by crediting each pair w^ith what they win or 
lose on each deal individually, and the highest average 
wins. 

Memory Duplicate 

Four persons play an agreed number of deals, usually 
some multiple of four. After the whole have been played 
with the trays pointing in one direction, they are over- 
played at the same table, but the hands originally held 
by the pair sitting N and S are now given to those sit- 
ting E and W, by turning the trays one quarter round. 
The winners are those who get the most tricks, count- 
ing the totals on the original and on the overplay. It 
is usually enough to put down the N and S scores only, 
and to call the play and the over-play a tie if it totals 
13 on the tray; a loss if it does not; a gain if it is more. 
Suppose the N and S make 8 on tray No. 16. On the 
overplay, they should make 5, as the E and W pair 
now have the cards on which 8 were made in that hand. 

Drive, or Progressive Whist 

In this form of the game, an agreed number of deals 
are played at each table, with an ordinary pack of cards, 
no trays, the score being kept on a whist marker. The 
majority of tricks won by a side are scored. Suppose 
A-B make 8, they score 3 ; because they are 3 more 
than Y-Z. 

At the end of the agreed number of deals, which 
varies with the number of tables engaged, each player 
puts down on an individual score slip the total number 



388 HOYLE'S GAMES 

of points he has to his credit. This is then O.K/d by 
an adversary. The partners with the higher score then 
leave the table, the lady going in one direction, the gentle- 
man in the other, so that they shall not meet again. 

At the next table, each will find a losing couple and 
an arriving winner. Each of the arriving winners takes 
one of the losing couple for a partner. The players with 
the highest total scores at the end are the winners. 

Whist Conventions 

There are certain conventional plays which every whist 
player should be familiar with, so that his play may be 
intelligible to his partner. 

There are certain standard leads from various com- 
binations of high cards. The king is always led when 
accompanied by the ace or the queen, or both. The ace 
is never led except from suits of five or more cards, or 
when it is accompanied by both queen and jack. The 
queen is led from Q J lo, Q J 9, and in short suits 
from Q J. The jack is led from K Q J when there 
are five or more cards in the suit. If there are only four 
cards, headed by that combination, the K is led. The ten 
is led from only one combination, K J 10 and others. 

When there is no high-card combination to lead from, 
the card selected is always the fourth-best of those in the 
suit, counting from the top; such as the 6 from K lO 

864. 

On the second round of a suit, the rule is to con- 
tinue with the lowest card that will win the trick if 
you hold more than one. Having led the K from A K 
Q J, for example, follow with the J. With the second , 
and third-best of the suit, but not the best, lead one ; 
such as K from K J, after having lost the 10 to the Q^ 



HOYLE'S GAMES 389 

on the first round; or the Q from Q J, after having 
led the ace and failed to catch the K. 

If there is no high card which it would be proper to 
lead on the second round, lead the original fourth-best. 
Having led the K from K Q 7 5 2, for instance, and won 
the trick, go on with the 5. 

As a rule, lead trumps with five or more. Do not 
trump a doubtful trick if you have four trumps ; but with 
less than four or more than five, you can usually afford 
to trump in. 

Always return your partner's lead, with the higher of 
two remaining, or the lowest of three or more, unless 
one of them is the best of the suit, or you have both 
second and third-best, in which case lead them. 

Signal for your partner to lead trumps by playing a 
high card and then a lower when you make no attempt 
to win the trick. Suppose your partner plays K and then 
A of a plain suit. If you play the 6 and then the 4, 
it means, lead me a trump. 

When your partner signals for trumps, lead him your 
best. When he leads trumps, and you have not sig- 
nalled for them, play your second-best, regardless of 
number, if you make no attempt to win the trick. 

The second player in any trick should never play a 
high card on a small card led, unless he holds some 
combination from which he would lead a high card. If 
a small heart is led, and second hand holds K Q and 
others, he should play the Q, because he would lead a 
high card from K Q. 

Third hand like second hand, always tries to win 
tricks as cheaply as possible. If he holds K and Q, he 
plays the Q, not the K. 

The general management of such tactics as finessing, 
establishing suit, cards of re-entry, Foster's eleven rule, 



390 HOYLE'S GAMES 

and all such details will be found fully described in 
connection with the game of bridge. 

The Laws of Duplicate Whist 

DEFINITIONS 

The words and phrases used in these laws shall be con- 
strued in accordance with the following definitions unless 
such construction is inconsistent with the context: 

(a) The thirteen cards received by any one player are 
termed a *' hand.'' 

(b) The four hands into which a pack is distributed 
for play are termed a ^* deal; " the same term is also used 
to designate the act of distributing the cards to the 
players. 

(c) A ^* tray '' is a device for retaining the hands of 
a deal and indicating the order of playing them. 

(d) The player who is entitled to the trump card is 
termed the ** dealer," whether the cards have or have not 
been dealt by him. 

(e) The first play of a deal is termed ** the original 
play;" the second or any subsequent play of such deal, 
the '* over play." 

(f) '' Duplicate Whist" is that form of the game of 
whist in which each deal is played only once by each 
player and in which each deal is so overplayed as to 
bring the play of teams, pairs of individuals into com- 
parison. 

(g) A player ^* renounces " when he does not follow 
suit to the card led ; he ** renounces in error " when, al- 
though holding one or more cards of the suit led, he 
plays a card of a different suit ; if such renounce in error 
is not lawfully corrected it constitutes a ^* revoke." 



I 



HOYLE'S GAMES 391 

(h) A card is '' played " whenever, In the course of 
play, it is placed or dropped face upwards on the table. 

(i) A trick is '* turned and quitted *' when all four 
players have turned and quitted their respective cards. 

LAW I 

SHUFFLING 

Sec. I. Before the cards are dealt they must be shuffled 
in the presence of an adversary or the umpire. 

Sec. 2. The pack must not be so shuffled as to expose 
the face of any card ; if a card is so exposed the pack must 
be reshuffled. 

LAW II 

CUTTING FOR THE TRUMP 

Sec. I. The dealer must present the cards to his right 
hand adversary to be cut; such adversary must take from 
the top of the pack at least four cards and place them 
toward the dealer, leaving at least four cards in the 
remaining packet; the dealer must reunite the packets by 
placing the one not removed in cutting upon the other. 
If, in cutting or in reuniting the separate packets, a card 
is exposed, the pack must be reshuffled and cut again; if 
there is any confusion of the cards or doubt as to the 
place where the pack was separated, there must be a new 
cut. 

LAW III 

DEALING 

Sec. I. When the pack has been properly cut and re- 
united, the cards must be dealt, one at a time, face down, 
from the top of th? pack, the first to the player at the 



392 HOYLE'S GAMES 

left of the dealer, and each successive card to the player 
at the left of the one to whom the last preceding card has 
been dealt. The last, which is the trump card, must be 
turned and placed face up on the tray, if one is used; 
otherwise, at the right of the dealer. 
Sec. 2. There must be a new deal — 

(a) If any card except the last is faced or exposed in 
any way in dealing; 

(b) If the pack is proved incorrect or imperfect; 

(c) If either more or less than thirteen cards are dealt 
to any player; 

(d) If, after the first trick has been turned and quitted 
on the original play of a deal, one or more cards are 
found to have been left in the tray. 

LAW IV 

THE TRUMP CARD 

Sec. I. The trump card and the number of the deal 
must be recorded, before the play begins, on a slip pro- 
vided for that purpose, and must not be elsewhere 
recorded. Such slip must be shown to an adversary, 
then turned face down and placed in the tray, if one 
is used. 

Sec. 2. The dealer must leave the trump card face 
up until it is his turn to play to the first trick; he must 
take the trump card into his hand and turn down the 
trump slip before the second trick is turned and quitted. 

Sec. 3. When a deal is taken up for over-play, the 
dealer must show the trump slip to an adversary, and 
thereafter the trump slip and trump card shall be treated 
as in the case of an original deal. 

Sec. 4. After the trump card has been lawfully taken 
into the hand and the trump slip turned face down, the 



HOYLE^S GAMES 393 

trump card must not be named nor the trump slip ex- 
amined during the play of the deal; a player may, how- 
ever, ask what the trump suit is. 

Sec. 5. If a player unlawfully looks at the trump slip, 
his highest or lowest trump may be called; if a player 
unlawfully names the trump card, or unlawfully shows 
the trump slip to his partner, his partner's highest or 
lowest trump may be called. 

Sec. 6. These penalties can be inflicted by either ad- 
versary at any time during the play of the deal in which 
they are incurred before the player from whom the call 
can be made has played to the current trick; the call 
may be repeated at each or any trick until the card is 
played, but cannot be changed. 

Sec. 7. When a deal has been played the cards of the 
respective players, including the trump card, must be 
placed in the tray face down and the trump slip placed 
face up on top of the dealer's cards. 

Sec. 8. If on the over-play of a deal, the dealer turns 
a trump card other than the one recorded on the trump 
slip, and such error is discovered and corrected before the 
play of the deal is commenced, the card turned in error 
is liable to be called. 

Sec. 9. If such error is not corrected until after the 
over-play has begun and more than two tables are en- 
gaged in play, the players at that table shall take the 
average score for the deal; if less than three tables are 
in play there must be a new deal. 

Sec. 10. Should a player record on the trump slip a 
different trump from one turned in dealing and the error 
be discovered at the next table, there must be a new 
deal. If the deal has been played at one or more tables 
with the wrong trump, the recorded trump must be taken 
as correct and the players at the original table take the 



394 HOYLE'S GAMES 

average score for the deal ; if less than three tables are in 
play, there must be a new deal. 

Sec. II. By the unanimous consent of the players in 
any match, a trump suit may be declared and no trump 
turned. 

LAW V 

IRREGULARITIES IN THE HAND 

Sec. I. If, on the over-play, a player is found to have 
more than his correct number of cards or the trump card 
is not in the dealer's hand, or any card except the trump 
card is so faced as to expose any of the printing on its 
face, and less than three tables are engaged, there must 
be a new^ deal. If more than tw^o tables are in play, 
the hands must be rectified and then passed to the next 
table; the table at v^^hich the error was discovered must 
not over-play the deal but shall take the average score. 

Sec. 2. If after the first trick has been turned and 
quitted on the over-play of a deal, a player is found to 
have less than his correct number of cards, and the others 
have their correct number, such player shall be answer- 
able for the missing card or cards and for any revoke or 
revokes which he has made by reason of its or their 
absence. 

LAW VI 

PLAYING, TURNING AND QUITTING THE CARDS 

Sec. I. Each player when it is his turn to play, must 
place his card face up before him and towards the center 
of the table and allow it to remain in this position until 
all have played to the trick, when he must turn it over 
and place its face down and nearer to himself, placing 
each successive card as he turns it, so that it overlaps 
the last card played by him and with the ends towards 



HOYLE^S GAMES 395 

the winners of the trick. After he has played his card and 
also after he has turned it, he must quit it by removing 
his hand. 

Sec. 2. The cards must be left in the order in which 
they were played and quitted until the scores for the deal 
are recorded. 

Sec. 3. During the play of a deal a player must not 
pick up or turn another player's card. 

Sec. 4. Before a trick is turned and quitted any player 
may require any of the other players to show the face 
of the card played to that trick. 

Sec. 5. If a player names a card of a trick which has 
been turned and quitted or turns or raises any such card 
so that any portion of its face can be seen by himself or 
his partner he is liable to the same penalty as if he had 
led out of turn. 

LAW VII 

cards liable to be called 

Sec. I. The following cards are liable to be called: 

(a) Every card so placed upon the table as to expose 
any of the printing on its face, except such cards as these 
laws specifically provide, shall not be so liable. 

(b) Every card so held by a player as to expose any 
of the printing on its face to his partner or to both of 
his adversaries at the same time. 

(c) Every card, except the trump card, named by the 
player holding it. 

Sec. 2. If a player says, " I can win the rest," ** The 
rest are ours," ^^ It makes no difference how you play," 
or words to that effect, or if he plays or exposes his re- 
maining cards before his partner has played to the cur- 
rent trick, his partner's cards must be laid face up on the 
table and are liable to be called. 



396 HOYLE^S GAMES 

Sec. 3. All cards liable to be called must be placed 
face up on the table and so left until played. A player 
must lead or play them when lawfully called, provided 
he can do so without revoking; the call may be repeated 
at each or any trick until the card is played. A player 
cannot, however, be prevented from leading or playing a 
card liable to be called; if he can get rid of it in the 
course of a play no penalty remains. 

Sec. 4. The holder of a card liable to be called can 
be required to play it only by the adversary on his right. 
If such adversary plays without calling it, the holder may 
play to that trick as he pleases. If the card becomes 
liable to be called after the adversary on the right has 
played to the current trick it may be called to that trick. 
If it is the holder^s turn to lead, the card must be called 
before the preceding trick has been turned and quitted, or 
before the holder has led a different card; otherwise he 
may lead as he pleases. 

LAW VIII 

LEADING OUT OF TURN 

Sec. I. If a player leads when it is the turn of an 
adversary to lead, and the error is discovered before all 
have played to such lead, a suit may be called from him 
or from his partner, as the case may be, the first time 
thereafter it is the right of either of them to lead. The 
penalty can be enforced only by the adversary on the 
right of the pne from whom a lead can lawfully be 
called, and the right thereto is lost unless such adversary 
calls the suit he desires led before the first trick won by 
the offender or his partner, subsequent to the offense is 
turned and quitted. 

Sec. 2. If a player leads when it is his partner's turn 



HOYLE'S GAMES 397 

and the error is discovered before all have played to such 
lead, a suit may at once be called from the proper leader 
by his right hand adversary. Until the penalty has been 
exacted, waived or forfeited, the proper leader must not 
lead; should he so lead, the card led by him is liable to 
be called. 

Sec. 3. If a player, v^hen called on to lead a suit has 
none of it, he may lead as he pleases. 

Sec. 4. If all have not played to a lead out of turn 
when the error is discovered, the card erroneously led and 
all cards played to such lead are not liable to be called, 
and must be taken into the hand. 

LAW IX 

PLAYING OUT OF TURN 

Sec. I. If the third hand plays before the second, the 
fourth hand may also play before the second. 

Sec. 2. If the third hand has not played and the 
fourth hand plays before the second, the latter may be 
called upon by the third hand to play his highest or lowest 
card of the suit led, and, if he has none of that suit, 
to trump or not trump the trick; the penalty cannot be 
inflicted after the third hand has played to the trick. If 
the player liable to this penalty plays before it has been 
inflicted, waived or lost, the card so played is liable to be 
called. 

LAW X 

THE REVOKE 

Sec. I. A renounce in error may be corrected by the 
player making it, except in the following cases, in which 
a revoke is established and the penalty therefor incurred: 



398 ^ HOYLE'S GAMES 

(a) WHen the trick in which it occurs has been turned 
and quitted. 

(b) When the renouncing player or his partner, 
whether in his right turn or otherwise, has led or played 
to the following trick. 

Sec. 2. At any time before the trick- is turned and 
quitted a player may ask an adversary if he has any of a 
suit, to which said adversary has renounced in that trick, 
and can require the error to be corrected in case such 
adversary is found to have any of such suit. 

Sec. 3. If a player who has renounced in error law- 
fully corrects his mistake, the card improperly played by 
him is liable to be called ; any player who has played after 
him may withdraw his card and substitute another ; a card 
so withdrawn is not liable to be called. 

Sec. 4. The penalty for a revoke is the transfer of two 
tricks from the side to their adversaries. If more than 
one revoke during the play of a deal is made by one side, 
the penalty for each additional revoke is the transfer of 
one trick only. It can be enforced for as many revokes 
as occur during the play of a deal, but is limited to the 
number of tricks won by the offending side ; no pair, how- 
ever, can score more than thirteen on the play of any one 
deal. 

The revoking players cannot score more nor their ad- 
versaries less than the average on the deal in which the 
revoke occurs. 

In pair matches the score shall be recorded as made, in- 
dependently of the revoke penalty, which shall be sepa- 
rately indicated as plus or minus revoke (** — R " for the 
revoking side and " + R" for their adversaries). In 
such matches, the penalty for a revoke shall not increase 
the score of the opponents of the revoking players above 
the maximum as made at the other tables on the deal in 



HOYLE'S GAMES 399 

which the revoke occurs; nor shall the score of the re- 
voking players be thereby reduced below the minimum so 
made at the other tables, until the averages for the match 
and the relative scores of the other players have been 
determined; provided, however, that if the opponents win 
more tricks than such maximum, independently of the 
revoke penalty, the score shall stand as made. After the 
scores of the other players have been determined the score 
of the revoking players shall, if necessary, be further re- 
duced so that in all cases they shall suffer the full penalty 
as provided in the first paragraph of this section. 

Sec. 5. A revoke may be claimed at any time before the 
score of the deal has been agreed upon and recorded, but 
not thereafter. 

Sec. 6. At the end of the play of a deal the claimants 
of a revoke can examine all of the cards ; if any hand has 
been shuffled the claim may be urged and proved if pos- 
sible; but no proof is necessary and the revoke is estab- 
lished if, after it has been claimed, the accused player or 
his partner disturbs the order of the cards before they 
have been examined to the satisfaction of the adversaries. 

LAW XI 

MISCELLANEOUS 

Sec. I. If anyone calls attention in any manner to the 
trick before his partner has played thereto, the adversary 
last to play to the trick may require the offender's part- 
ner to play his highest or lowest of the suit led, and, if 
he has none of that suit, to trump or not to trump the 
trick. 

Sec. 2. A player has the right to remind his partner 
that it is his privilege to enforce a penalty and also to 
inform him of the penalty he can enforce. 



400 HOYLE'S GAMES 

Sec. 3. A player has the right to prevent his partner 
from committing any irregularity, and for that purpose, 
may ask his partner whether or not he has a card of a 
suit to which he has renounced on a trick which has not 
been turned and quitted. 

Sec. 4. If either of the adversaries, whether with or 
without his partner's consent, demands or waives a pen- 
alty to which they are entitled, such decision is final; if 
the wrong adversary demands a penalty, or a wrong 
penalty is demanded, none can be enforced. 

Sec. 5. If a player is lawfully called upon to play the 
highest or lowest of a suit, to trump or not to trump a 
trick, to lead a suit or to win a trick, and unnecessarily 
fails to comply, he is liable to the same penalty as if he 
had revoked. 

Sec. 6. If any one leads or plays a card and then, 
before his partner has played to the trick, leads one or 
more other cards or plays two or more cards together, 
all of which are better than any his adversaries hold of 
the suit, his partner may be called upon by either adver- 
sary to win the first or any consequent trick to which any 
of said cards are played and the remaining cards so 
played are liable to be called. 



Chinese Whist 



Two, three or four persons can play. When three 
play, they throw out the deuce of spades. The full pack 
of 52 cards is dealt out, one at a time to four players. 
The first six cards of each player are spread in a row 
on the table, face down, without being looked at. The 
next six are placed face upward on the top of the first 



HOYLE'S GAMES 401 

SIX. The thirteenth card of each player is held in his 
hand. 

After examining all the exposed cards and the one in 
his own hand, the dealer must name a trump suit, with- 
out consultation with his partner. The eldest hand then 
leads any of his exposed cards, or the one in his hand, 
and the others must all follow suit if they can, either 
with one of their exposed cards or with the card in 
hand. A player having none of the suit led may either 
discard or trump. 

The side winning the trick gathers it in; but before 
playing to the next trick, all the cards which have been 
uncovered must be turned face up. This goes on until 
all the cards are face up, and finally until all are played. 
All tricks over six count toward game. 

When two play, 12 cards are dealt face down and 12 
upon them face up, each player holding two cards in 
hand. When three play, 8 cards are face down and 8 
on them, and the last card is turned up for a trump, but 
belongs to no one. 

Favorite Whist 

A different value is attached to each trick won, ac- 
cording to the suit which is trumps. Spades i ; clubs 2 ; 
diamonds 3, and hearts 4. The game is 10 points up, and 
the winners of the first two games add 10 points for 
the rubber. Every hand is played out, and if the win- 
ners of the game score more than 10, the points are 
credited to them. The final score is decided by de- 
ducting the lower score from the higher, the difference 
being the value of the rubber in points. 



402 HOYLE'S GAMES 

Humbug Whist 

This is for two players only; but four hands of 13 
cards each are dealt, and a trump turned. If either player 
IS dissatisfied with any of the cards dealt him, he can 
discard as many as he likes, and draw others in their 
place. Only one discard is allowed. The hand is then 
played, and the majority of the tncks wins so many points. 

Thirteen and the Odd 

Two players; 52 cards. Each player is given 13 cards, 
and the next is turned for the trump, but does not be- 
long to the dealer. There is no discarding as in humbug. 



HOYLE'S GAMES 403 



GLOSSARY OF TERMS 

A-B, Y-Z. The four letters used to mark the partner- 
ships. A leads and Z deals. 

A cheval. Across the line, at baccara. 

Adversary. One who is not on the declaring side at 
bridge or skat. 

Age. The eldest hand at poker. 

American leads; at whist, to show the number of cards 
in the suit by varying the leads from high cards. 

Ames ace. Double aces, at hazard, or other dice games. 

Ante. The amount put up to draw cards at poker, as 
distinguished from the blind, which is put up before 
the deal. 

Antepenultimate. The lowest but two of a suit at whist ; 
now supplanted by the invariable fourth-best. 

Ask. The signal for trumps at whist. 

Bath Coup. Holding up A J fourth hand, when a K is 

led. 
Banker. The player who pays and takes all bets made 

by the others. 
Bidding to the board. When the points offered are not 

to be added to the score of any player. 
Big dog. A poker hand ; ace high and nine low. 
Biseaute cards. Cards so trimmed that certain ones can 

be pulled from the pack by the edges. 
Blaze. A poker hand, all court cards. 
Blind. The amount put up by the age before the deal at 

poker. 



404 HOYLE'S GAMES 

Blue Peter. The signal for trumps at whist. 

Boarded cards. Card faced on the table, which cannot 

be withdrawn. 
Bobtail. A four-card flush or straight at poker. 
Bone-5^ard. The dominoes left undrawn. 
Booby table. The lowest in the line at progressive 

games. 
Book. The first six tricks taken by one side at whist or 

bridge. 
Brace game. A conspiracy between the dealer and the 

case-keeper at faro, to mark cards on the cue box 

which have been surreptitiously taken from the box 

by the dealer. 
Break even. To win as often as one loses. 
Bridge the cards. To bend them so that a confederate 

can cut the pack at a designed place. 
Bridge the make. A vulgarism at bridge, meaning to pass 

the declaration. To bridge it, really means to make 

it no trump. 
Bucking the tiger. Playing against a faro bank. 
Bumper. An eight-point rubber at English whist. 
Burnt card. A card reversed on the bottom of the pack, 

to conceal it, in banking games. 

Calling the turn. Naming the order in which the last 

cards will come from the box, at faro. 
Case cards. In faro, cards of which only one of that 

denomination remains in the dealing box. 
Case-keeper. The one who keeps the cue box at faro, 

so that the players shall know which cards are 

"cases." 
Cat-hop. Two cards of the same denomination in the 

last turn at faro. 
Chelem. Slam. 



HOYLE'S GAMES 405 

Cinch. To make sure that the following player cannot 
win the trick with a pedro, at high five. 

Cold deck. A pack which is " rung in '^ during the play, 
unknown to any but the dealer and his confeder- 
ates. 

Conventions. Any methods of play which have become 
established and universally recognized as the best for 
certain combinations of cards, such as the conven- 
tional lead of K from A K. 

Court cards. The K Q J. The ace is not a court card ; 
because its natural place is at the bottom of the 
suit, below the deuce. 

Crossing the suit. Naming a trump of a different color 
from the trump turned down, at euchre. 

Curse of Scotland. The nine of diamonds. 

Dead man's hand. Jacks and eights, at poker. 
Deadwood. The discards in cards; the pins that fall on 

the alley at ten-pins. 
Deck-head. The turned trump when it is left on the 

stock and is not part of the dealer's hand. 
Despatchers. Loaded dice. 

Doubleton. A two-card suit at whist or bridge. 
Doubling up. Betting twice as much as you have just 

lost on the last bet. 
Doubtful card. One which may or may not win the 

trick. 
Doubtful trick. A trick which you are not sure who can 

win. 
Down and out. Playing the higher of only two cards 

first, at bridge, to show that you have no more of 

that suit. 
Ducking. Refusing to win the first round of your own 

suit. 



Ao6 HOYLE'S GAMES 

Duffer. One who knows nothing of the conventionali- 
ties of the game he is playing; as one who does not 
know the leads at whist. 

Dutch it. Every man settle for himself. 

Edge. A corruption of the word *' age " in poker. 
Eldest hand. The one who leads first. The player on 

the dealer's left. 
Established suit. A suit in which you can take every 

remaining trick, no matter who leads it. 
Exposed cards. Cards dropped face up on the table, or 

two played at once, or played in error, or turned 

up in dealing. 

False cards. Playing the higher of two or more equals, 
so as to conceal the other. 

Fattening. Throwing in counting cards on the partner's 
tricks, in skat. 

Finesse. Any attempt to win a trick with a card which 
is not the best you hold in the suit, nor in sequence 
with it. 

First hand. The leader in any trick. 

Fluke. A stroke not played for, but allowed to count, 
in billiards. 

F ar-flusher. A man who falls short of his pretensions. 

F(,<urth-best. The card to lead when there is no high- 
card combination in the hand to lead from. The 
fourth from the top of the suit. 

Free ride. The penalty for drawing to false openers 
at poker; to ante for all the others for the next 
jack. 

Front stall. One who picks up acquaintances and intro- 
duces them to card sharpers. 

Full house. Three of a kind and a pair, at poker. 



HOYLE^S GAMES 407 

Fuzzing. Milking the cards, by taking one from the top 
and one from the bottom at the same time, face 
down. 

Gallery. Those who bet on the game, but do not play. 
Gambler's point. The point for '' game " at seven-up. 
Grand slam. Winning all thirteen tricks. 
Greek. The European term for a card sharper. 

Heart convention. At bridge, the lead of the best heart, 

when the third hand doubles a no-trumper. 
Hinterhand. The third player who holds cards at skat. 

Third hand on the first trick. 
His heels. A jack turned for a starter at cribbage. 
His nobs. The jack of the same suit as the starter, in 

cribbage. 
Holding out. Abstracting cards from the pack while it 

is in play. 
Horse and horse. A tie on two events out of three. 
Hustling. Looking for an *^ easy mark " to fleece at 

cards. 

Impair. The odd numbers at roulette. 

Imperfect fourchette. The card above and next below 
the one led, as K 10 over a Q led. jq 

Imperfect pack. One in which there are superfluous ^ 
missing cards, or cards so marked or torn that they 
can be identified by the backs. 

Indifferent cards. In sequence, so that it does not mat- 
ter which is played. 

Inside straight. A sequence in a poker hand in which the 
missing card is not at either end; such as 10 9 8 6. 

Intricate shuffle. Butting the two ends of the pack to- 
gether and letting them riffle into each other. 



4o8 HOYLE^S GAMES 

Jack strippers. Two jacks in a euchre pack, so trimmed 

that they can be withdrawn at will. 
Jonah. An unlucky partner. 

Keeping tab, or cases, in faro. Marking on a score-slip 

the cards that come out of the box, and whether they 

win or lose. 
Kicker. A high card kept with a small pair to draw to 

at poker. 
Kilter. No card above a nine and no chance to draw a 

straight or a flush, at poker. 
Kitty. The percentage taken out of the pots to pay the 

expenses. 

Little dog. A poker hand, sometimes called a tiger, seven 

high and deuce low, without a pair or flush. 
Limit. The amount by which any previous bet may be 

raised. 
Long cards. The cards of a suit left in a player's hand 

when no one else has any. 
Long suit. Any suit of four or more cards. 
Losing cards. Card which would have to be played to 

a trick which the other side would win. 
Losing trumps. Trumps that would be caught if not 

used for rufling. 

Make. In bridge, the declaration. 

Make the pass. To shift the cut. 

Making up. To shuffle the still pack. 

Marker. A piece of bone placed on a card in faro, to 

show that it applies to another card also, which has 

a bet on it. 
Marriage. The K and Q of the same suit. 



HOYLE^S GAMES 409 

Master card. The best left of a suit. 

Mechanic. One who can deal a brace game at faro. 

Meld. The combinations laid on the table at pinochle. 

Milking the cards; see fuzzing. 

Minor tenace. The K and J, as distinguished from the 

major, A Q. 
Monkey flush. Only three cards of a suit at poker. 

N. E. S. W. The points of the compass used to dis- 
tinguish the positions of the players and the trays in 
compass whist. 

Next. Making the trump the same color as the turn- 
down, at euchre. 

One-end straight. A straight open at one end only, at 

poker, as A K Q J, or A 2 3 4. 
Open-end straight. Four cards in sequence, at poker, as 

8765. 

Open bet. A bet played to win, at faro ; not coppered. 
Openers. Any pair better than jacks. A hand that will 
entitle a poker player to open a jack pot. 

Pair. At roulette, the even numbers. 

Pair royal. Three of a kind at cribbage. 

Passe. At roulette, the numbers from 19 to 36, inclusive. 

Pat hand. A poker hand played without drawing to it. 

Paying in cards. When the banker and the punter are 
equal. 

Penultimate. The lowest but one of a suit; now sup- 
planted by the universal fourth-best. 

Philosopher. European name for a card sharper. 

Piano hand. At whist, a hand that no one can get any 
different result from. Easy to play. 



4IO HOYLE^S GAMES 

Piker. One who follows big bettors with small bets laid 

the other way; on the theory that the bank will beat 

the big man. 
Plain-suit echo. Any manner of showing the partner 

how many of the suit are held by the third hand. 

See down-and-out. 
Playboy. The J of the trump suit, at spoil five. 
Pone. Player on dealer's right. The one who cuts the 

cards. 
Post mortems. Discussions over what might have been, 

at whist and bridge. 
Progression. Increasing a bet by a fixed amount every 

time it is lost; pinching it down by the same amount 

when it is won. 
Proil. Pair royal. 
Protection. A suit in which you can probably prevent 

the adversaries from running ofE all the tricks; such 

as K J and two others. 
Puppy foot. The ace of clubs. 

Quint. Five cards in sequence, at piquet. 

Renege. To discard, when unable to follow suit, or to 

refuse to follow suit when the rules of the game 

allow it. 
Renounce. Not to follow suit. 
Revoke. When holding a card of the suit led to play 

another suit, when the rules of the game require 

one to follow suit. 
Ruff. To trump a trick. 

See. In poker, to meet or call the last bet. 
Schwarz. To win every trick. 
Shed. To discard. 



HOYLE'S GAMES 411 

Short-card player. A poker sharp. 

Short suit. Any suit of less than four cards. 

Shy. Not anted yet, in poker. 

Simple honors. Three out of five at bridge. 

Singleton. Only one card of a suit. 

Skunked. Left without a trick or a point. 

Slam. All thirteen tricks. 

Sleeper. A forgotten bet, left on a dead card, at faro. 

Sneak. A singleton lead. 

Spade convention. Not playing undoubled spades at 

bridge, unless the dealer is 24 up or better. 
Spread. Any hand which is played open, the cards on 

the table. 
Square game. A game in which the cards have not been 

trimmed. 
Squeezers. Cards with an indicator mark in the corners. 
Still pack. The pack not in play, when two are used. 
Straddle. Putting up twice the blind, at poker. 
Strippers.' Cards which can be withdrawn from the pack 

by the increased width of their edges. 
Sweating out. Refusing to bid when nearly out, so as 

to get out by picking up a few points at a time. 

Talon. The stock that is left on the table to draw from. 
Tenace. The best and third-best of a suit, such as A Q. 
Tiger. A poker hand; see little dog. 
Trailing. Playing a card that accomplishes nothing, in 

games like cassino. 
Trash. To discard. 

Unblock. To get out of the way of a partner's long suit. 
Underplay. To refuse to win an adversary's trick. 
Under the gun. The man to the left of the age at poker. 
The first bettor. 



412 HOYLE^S GAMES 

Vole. All five tricks at ecarte. 

Vorhand. The leader for the first trick in skat. 

Wedges. Cards trimmed wider at one end than the 
other, so that if any are reversed, they can be with- 
drawn by the edges. 

Whangdoodle. A round of jack pots at poker. 

Whipsawed. Losing two different bets on the same turn 
at faro. 

Whiskey hole. Only one to go to be game. 

Younger hand. The opposite to the elder hand, when 

only two play. The dealer. 
Yarborough. No card above a nine at whist or bridge. 



THE END 



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LEMy'l 



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LIBRARY 




